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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e: Death of the Bildungsroman
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<blockquote data-quote="ruleslawyer" data-source="post: 4216563" data-attributes="member: 1757"><p>I don't know that I agree. D&D does seem to assume that PCs progress along a heroic path that culminates in radical changes to the status quo; the powers that PCs have in their "endgame" in all editions really do equate to gigantic mythic cosmological shakeups.</p><p></p><p>That said, I don't really see why heroes can't have a basic level of competence at the start of their stories. Luke can bullseye womprats and shoot stormtroopers at the start of Star Wars, Arthur has the skills of a squire and can hunt, and so on. </p><p></p><p>"Magic at will" is signaling a different problem that IMO has nothing to do with the heroic journey. Fantasy doesn't really *have* all that many low-level wizards (or PC wizards, for that matter). Magic is generally a plot device, and as such, all this talk of spell slots vs. at will powers, etc. is pretty inapposite to begin with. In stories with PC magic (like, say, Harry Potter), even prentice types do appear to be able to pull off frequent magic use. The one thing I *haven't* seen in these stories is the crossbowman-with-a-few-magic-tricks shtick.</p><p>Unless you're playing something like <em>Conan</em> or Iron Heroes, you're not going to get magic that's other than "everyday and ordinary." (And yes, "Vancian magic" is something that vastly predates 4e. Look at all the d20 variants that referenced it explicitly when devising workarounds for it. Or check out the 2e <em>Spells and Magic</em> Player's Option book.) Unless you restrict magic to high levels or NPCs, it's going to be "everyday." IMO, it's better to allow wizards to really *use* their magic rather than only being able to pull off a limited number of tricks before the wizard's player draws play to a halt so that his PC can rest and re-prepare.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 4216563, member: 1757"] I don't know that I agree. D&D does seem to assume that PCs progress along a heroic path that culminates in radical changes to the status quo; the powers that PCs have in their "endgame" in all editions really do equate to gigantic mythic cosmological shakeups. That said, I don't really see why heroes can't have a basic level of competence at the start of their stories. Luke can bullseye womprats and shoot stormtroopers at the start of Star Wars, Arthur has the skills of a squire and can hunt, and so on. "Magic at will" is signaling a different problem that IMO has nothing to do with the heroic journey. Fantasy doesn't really *have* all that many low-level wizards (or PC wizards, for that matter). Magic is generally a plot device, and as such, all this talk of spell slots vs. at will powers, etc. is pretty inapposite to begin with. In stories with PC magic (like, say, Harry Potter), even prentice types do appear to be able to pull off frequent magic use. The one thing I *haven't* seen in these stories is the crossbowman-with-a-few-magic-tricks shtick. Unless you're playing something like [i]Conan[/i] or Iron Heroes, you're not going to get magic that's other than "everyday and ordinary." (And yes, "Vancian magic" is something that vastly predates 4e. Look at all the d20 variants that referenced it explicitly when devising workarounds for it. Or check out the 2e [i]Spells and Magic[/i] Player's Option book.) Unless you restrict magic to high levels or NPCs, it's going to be "everyday." IMO, it's better to allow wizards to really *use* their magic rather than only being able to pull off a limited number of tricks before the wizard's player draws play to a halt so that his PC can rest and re-prepare. [/QUOTE]
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