Magic is not "merely" fluff in my games. It is consistent and follows rules. One of the rules it follows is that it allows effects to occur that would be impossible without it (or some equivalent technology, usually unavailable in a fantasy game). I know a lot of folks seem to hate the idea that magic has any advantage over not-magic, but IMO it just does (sorry).
Now, a fair magic system balances that ability with restrictions. In my ideal fantasy games those restriction are real and make in actual play. It's not my fault that WotC decided more people give them money if most of those restrictions went away.
Magic is the fluff for that whole section of game, though. I don't say that to diminish its importance in the fiction, but rather to describe it as a game element. It consists of moves that the player can make.
As I said, the idea that magic always works but mundane abilities that always work are a problem is due to a flawed way of looking at the game.
If you write it into the setting, as far as I'm concerned it's part of the game, whether the PCs have encountered it yet or not.
Oh, I'm sure. But my point is if that's all it ever amounts to... if it doesn't really matter to actual play except that it's a reason to deny player requests or actions, then it's probably something that can be done without.
I have absolutely no problem when there is a legitimate reason for some kind of player declaration to not work. I just think my idea of "legitimate" is probably a bit higher than the DM saying "Nah, I don't like it" or similar.
Mainly because the only spell that fits would often be an improved version of a
well known 9th level enchantment spell that was altered to have global/omniplanar unlimited number of targets with no save & permanent duration that was cast during chargen.
Magic has a lot of limits though
What? It can be accomplished often with a simple skill check. Or, if the DM doesn't think there's a reason the request would fail, then it can auto-succeed.
No high-level magic needed.
I'm open to the idea there is some reason this particular context overrides the rulebook, but I think it's the GM's responsibility to convey that context to the player/s such that there is adequate buy-in to move on. "Nope" won't do it, most of the time.
Precisely. I just don't get the kneejerk reaction to say no to all player requests. I have a buddy who does it when he runs D&D and it's maddening. We have to jump through so many hoops just to get to the point where something interesting can then happen.
I like to narrate past the boring crap pretty quickly and get to the interesting part of play.
Which is why I always play casters in modern D&D. I know where my bread is being buttered.
It's also why every class now has magical subclasses. Because the designers know.