Micah Sweet
Level Up & OSR Enthusiast
Isn't that what Shadowdark does?How about allowing the spell to be reliably cast the first time but an Arcana check or the like to continue to be able to use it?
Isn't that what Shadowdark does?How about allowing the spell to be reliably cast the first time but an Arcana check or the like to continue to be able to use it?
How many adventurers need at stumble into a spiked pit before it is disarmed?Traps may also be disarmed by stumbling into them, no DC or Thieves Tools required. I'm not sure if that is in the 2024 comprehensive ruleset, but that is how I plan to run it.
What’s the difference between something that is ineffable and nothing? Other than belief?I agree, and in that sense it's not magic but technology... about which I agree with your observations.
That's not metaphysically necessitated, rather it's the semantic implication of "real"... which needs unwinding. We could inhabit (and many believe we do) a dualistic reality, in which the ineffable (which defies study and is inconsistent) interacts with the effable (the "physical" universe, which may be studied and found consistent).
Thieves' Tools include a small brush (various uses) one of which is to carefully deface mystic runes without causing them to 'splodey.One thing I struggle to conceptualize in the fiction is how a mundane set of thieves' tools can defeat a magic spell. Like, what is the character actually doing in this instance? Is it purely a game mechanic thing, or can it be given a reasonable explanation within the context of the game?
About a dozen or so in a standard 10' x 10' I'd say.How many adventurers need at stumble into a spiked pit before it is disarmed?
From the perspective of folk living in a world interacted with by ineffable non-nothings, the difference would be that said interactions would occur whether or not they believed in them. Occurrences would be numerous and overt - bushes bursting into flame, people transforming into seals, etcetera. People could attempt to study and predict them, and perhaps there would be some apparent rules that appear to hold for some time in some places, but they are ultimately inscrutable.What’s the difference between something that is ineffable and nothing? Other than belief?
Yes! Hence I call it technology labelled as "magic". The "magic" label is fluff. It also serves as a tag or identifier for some set of game elements (tagged "magical") so that other elements 'know' they can interact with them. (More accurately, so that we know that and can apply it, such as when we apply a rule that affects "magical" items but not mundane items.) The latter aspect of system can be served equally well by other tags such as "thrawn" (so that we would have a set of things that interact with anything "thrawn") so I deem choosing "magic" as the label to be strictly fluff.Magic in D&D is very effable!
That first cast would introduce predictability. Achieving my ideal would need some additional element to make the pattern chaotic rather than simply random. Maybe adding a deck to draw from that interacted with the roll would do it, so long as the manipulation of that deck was in some way cyclical. Or that approach might need a minimum of two decks... I'm not sure. It's not an easy problem to solve.How about allowing the spell to be reliably cast the first time but an Arcana check or the like to continue to be able to use it?
I have Opinions and Essays about thieves' tools, but the tl,dr; version is: there's no good reason to assume it's just a bunch of lockpicks. It's called "breaking and entering" for a reason, most burglaries involve forcing things open. The tool kit is not just for locks, it's also for sabotage and tinkering. (Well. It should be.) And it's pointless to stick to medieval technology (which would mean "lockpicks" are really skeleton keys, not hooks and rakes): the game is full of early modern contraptions, and the pin-and-tumbler lock that everyone imagines when they think of "lockpicking" is late modern. Also, it's D&D, not Earth.Thieves' Tools include a small brush (various uses) one of which is to carefully deface mystic runes without causing them to 'splodey.
Then I really doubt that players will use such an unreliable system. Given a choice between very unreliable and hit it with a stick, the stick wins.That first cast would introduce predictability. Achieving my ideal would need some additional element to make the pattern chaotic rather than simply random. Maybe adding a deck to draw from that interacted with the roll would do it, so long as the manipulation of that deck was in some way cyclical. Or that approach might need a minimum of two decks... I'm not sure. It's not an easy problem to solve.