Reynard
aka Ian Eller
Attacks no, skills usually yes? I mean, when narrating combat "the enemy blocked your attack" is as common as "you missed" I think.Isn't the comparison to fighter and rogue attack roll user errors though? And skills?
Attacks no, skills usually yes? I mean, when narrating combat "the enemy blocked your attack" is as common as "you missed" I think.Isn't the comparison to fighter and rogue attack roll user errors though? And skills?
In both the case of a successful save and and a missed attack roll, in-universe the spell worked.Many but not all spells are no chance of error.
Certain spells are negated on a save or require a successful attack roll. A spellcaster can hit user error with an attack roll same as anybody else.
Come to think further on it though, most class powers are no chance of user error. Fighter second wind, and action surge for example. Attack rolls and ability check/skills are the big two action type chances of user error.
It is a bit weird that the only negative to casting while threatened in melee is if the spell requires a ranged attack roll (but no problem if it requires a saving throw).
To the same extent a crossbow did or a skill got used.In both the case of a successful save and and a missed attack roll, in-universe the spell worked.
I think I'm seeing the distinction.To the same extent a crossbow did or a skill got used.
It also does not come from her. She manipulates it and is linked to it, but is not it's source.True.
Mystra is a Goddess,
because gender binary.
The mechanical game rules are working the same in every setting, because the mechanics are setting agnostic. The "explanation" of the narrative mechanics and interactions are different from setting to setting and are open so you can easily adjust it for your own setting. Although I have to say, I kinda don't understand the urge to have logical explanations behind magic. It takes the magic out of magic and makes it physics. But I am biased, because I don't really like "Sanderson" hard magic systems in general.That's a good question. What I would like is an example. Like a more detailed guide on how magic works in the forgotten realms that explains the mechanical game rules. And from that it would be easier for me, to adjust it for my table needs.
In a game where you have proficient spellcasters, you need a hard magic system a la Sanders, because the rules give you a hard magic system. Expecially 5e, where every spell works 100% of the time. Magic in 5e is like science. Reliable, repeatable, learnable.The mechanical game rules are working the same in every setting, because the mechanics are setting agnostic. The "explanation" of the narrative mechanics and interactions are different from setting to setting and are open so you can easily adjust it for your own setting. Although I have to say, I kinda don't understand the urge to have logical explanations behind magic. It takes the magic out of magic and makes it physics. But I am biased, because I don't really like "Sanderson" hard magic systems in general.
Well in the Realms it does, or has been stated to- some quotes:The Weave does not come from a God.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.