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2024 D&D is 2014 D&D with 4E sprinkled on top
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<blockquote data-quote="EzekielRaiden" data-source="post: 9599412" data-attributes="member: 6790260"><p>For my part? No. Absolutely not.</p><p></p><p>As soon as you call it "magic" you've killed it dead. Permanently.</p><p></p><p></p><p>It's both.</p><p></p><p>The narrative is a problem, because if it's magic, then it cannot be rooted in the mundane. It must, <em>by definition</em>, be rooted in something anti-mundane. If no one can grow from mundane soil into fantastical heights, we have lost a critically important story-element. The everyman who heroically pushes past limits is now gone. That's a problem, on a purely narrative axis.</p><p></p><p>The mechanics are also a problem. As soon as you call it "magic", it's affected by an <em>antimagic field</em>. It's theoretically vulnerable to <em>counterspell</em>. It can be resisted with magic resistance. It can be subject to a wide variety of effects that only apply to things D&D calls "magic" and not to things that D&D doesn't call "magic." Those are problems, all of which exist on a purely mechanical axis.</p><p></p><p>And then there's areas where they overlap. Given it's magic, does that mean it also involves weird chanting and hand-jives and such? That's gonna be a hard, <em>HARD</em> no from most martial fans, for both mechanical and thematic reasons. Given it's magic, why can't someone else learn the same stuff? Why can't a Bard copy it, for instance?</p><p></p><p>Calling it "magic" opens both thematic and narrative holes that are a serious stumbling block.</p><p></p><p>I accept, begrudgingly, calling it "supernatural." I would prefer "transmundane", or 3e's "extraordinary", but I will accept "supernatural" if that is absolutely required. I won't accept "magic." Supernaturalness is bigger than "magic", <em>especially</em> in the context of D&D.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9599412, member: 6790260"] For my part? No. Absolutely not. As soon as you call it "magic" you've killed it dead. Permanently. It's both. The narrative is a problem, because if it's magic, then it cannot be rooted in the mundane. It must, [I]by definition[/I], be rooted in something anti-mundane. If no one can grow from mundane soil into fantastical heights, we have lost a critically important story-element. The everyman who heroically pushes past limits is now gone. That's a problem, on a purely narrative axis. The mechanics are also a problem. As soon as you call it "magic", it's affected by an [I]antimagic field[/I]. It's theoretically vulnerable to [I]counterspell[/I]. It can be resisted with magic resistance. It can be subject to a wide variety of effects that only apply to things D&D calls "magic" and not to things that D&D doesn't call "magic." Those are problems, all of which exist on a purely mechanical axis. And then there's areas where they overlap. Given it's magic, does that mean it also involves weird chanting and hand-jives and such? That's gonna be a hard, [I]HARD[/I] no from most martial fans, for both mechanical and thematic reasons. Given it's magic, why can't someone else learn the same stuff? Why can't a Bard copy it, for instance? Calling it "magic" opens both thematic and narrative holes that are a serious stumbling block. I accept, begrudgingly, calling it "supernatural." I would prefer "transmundane", or 3e's "extraordinary", but I will accept "supernatural" if that is absolutely required. I won't accept "magic." Supernaturalness is bigger than "magic", [I]especially[/I] in the context of D&D. [/QUOTE]
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