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4E being immune to criticism (forked from Sentimentality And D&D...)
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<blockquote data-quote="phloog" data-source="post: 4555137" data-attributes="member: 59219"><p>The difference actually is that in this world of magical powers, in MY campaign not everyone has them, and some have to get by just by their wits and weapons. The mundane guy fits in because he is the most common, and in fact is the Everyman essentially. I've always found fiction about more normal heroes far more interesting than reading about the angst of the poor teen wizard.</p><p> </p><p>We obviously play a different type of campaign, since you can't see how a mundane guy with just a sword can fit into your campaign. I consider Aragorn, Conan, et al. to be fairly mundane, just with exceptional skills...but skills that while they might push the human limits, are non-magical and easily described in non-magical terms.</p><p> </p><p>I let this character fit into my world by making sure that from a rules perspective and a storyline/attention perspective, he's on an even footing. I don't have to give him magical powers to make him 'fit in' - I have to make sure that his mundane talents keep him on par.</p><p> </p><p>We also apparently read different action/fantasy stories, as I have no recollection of Conan or Kull mystically causing all around him to be drawn into striking range and hit.</p><p> </p><p>You appear to have no narrative issues, because you feel free to assign magical/mystical abilities to ALL. Or did I read that wrong? (a possibility) If this is true, that is fine for your campaign, but it means you're okay with everyone having some form of mystical powers.</p><p> </p><p>I don't list 'overrides all mental resistances of all targets to force them to move in and be attacked' among the things that typical 'action heroes do'</p><p> </p><p>...and with respect to the fighters in my world having only the special power of 'owns a sword'...no...their special 'powers', if you must have powers for all creatures, are that they own a sword, know how to use it better than any other class, know various techniques and tactics, know how to exploit defenses, etc...all expressed in very graceful mechanics involving hit chances, damage, etc. No witchiepoo required.</p></blockquote><p></p>
[QUOTE="phloog, post: 4555137, member: 59219"] The difference actually is that in this world of magical powers, in MY campaign not everyone has them, and some have to get by just by their wits and weapons. The mundane guy fits in because he is the most common, and in fact is the Everyman essentially. I've always found fiction about more normal heroes far more interesting than reading about the angst of the poor teen wizard. We obviously play a different type of campaign, since you can't see how a mundane guy with just a sword can fit into your campaign. I consider Aragorn, Conan, et al. to be fairly mundane, just with exceptional skills...but skills that while they might push the human limits, are non-magical and easily described in non-magical terms. I let this character fit into my world by making sure that from a rules perspective and a storyline/attention perspective, he's on an even footing. I don't have to give him magical powers to make him 'fit in' - I have to make sure that his mundane talents keep him on par. We also apparently read different action/fantasy stories, as I have no recollection of Conan or Kull mystically causing all around him to be drawn into striking range and hit. You appear to have no narrative issues, because you feel free to assign magical/mystical abilities to ALL. Or did I read that wrong? (a possibility) If this is true, that is fine for your campaign, but it means you're okay with everyone having some form of mystical powers. I don't list 'overrides all mental resistances of all targets to force them to move in and be attacked' among the things that typical 'action heroes do' ...and with respect to the fighters in my world having only the special power of 'owns a sword'...no...their special 'powers', if you must have powers for all creatures, are that they own a sword, know how to use it better than any other class, know various techniques and tactics, know how to exploit defenses, etc...all expressed in very graceful mechanics involving hit chances, damage, etc. No witchiepoo required. [/QUOTE]
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