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*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="Andor" data-source="post: 6362453" data-attributes="member: 1879"><p>Here's the deal (standard disclaimer, all IMHO, YMMV, etc.etc.) In D&D magic is technology. Just like iron working, bronze Casting, and curing leather. Would you expect a fighter who, for whatever reason, weilded a rock tied to a stick while wearing uncured leather armour to be as effective as on weilding a steel greatsword and wearing plate armour? You might insist that your idea should be just as viable as any other, and in some systems you'ld even be right (HeroQuest for example) but the majority of D&D players that I have met would have little sympathy with your position.</p><p></p><p>Likewise if we were playing a modern day GURPs game and you made a TL 2 caveman, there is not much you could contribute to the game, even built on as many points as the rest of the party, because you can't drive or use a cell phone or any of a thousand other miraculous things we take for granted, like this message board.</p><p></p><p>When you make a 5e character who doesn't have any magic whatsoever you are deliberately making that caveman. This was argueably not true is earlier editions, where magic was rarer, more in keeping with the swords and sorcery fiction which was one of the inspirations of D&D. In 5e however magic is, for adventurers, commonplace. Every class has magical options, every single one. Some classes, specifically Barbarians, Fighters and Rogues also have non magical options, hewing back to the earlier days of D&D and it's fictional roots. And while some of those options are potent, they are never going to let you fly, because D&D is not generally run at a tech level which permits non-magical flight. And no matter how brilliant you are at swordsmaship you are never going to defeat a guy who can fly up invisibly and fireball your salle then fly away laughing if you cannot catch up somehow. Just like in the modern game where your caveman will never outrace a guy in a car.</p><p></p><p>Now the Antimagic Field spell is sitting right there in the players handbook. There are corner cases where everyone gets their toys taken away. Everyone but the magicless guy. And in that time and place that character is going to shine, just like the caveman can probably clean up in a tavern brawl or survival situation. </p><p></p><p>Is it legitimate to play a magicless character in D&D? Yes. In fact the system strongly supports it. The system does not however pretend that magicless people can do everything magicians can, anymore than GURPS pretends that stone age tribesman make good hackers and pilots.</p><p></p><p>Just my 2¢</p></blockquote><p></p>
[QUOTE="Andor, post: 6362453, member: 1879"] Here's the deal (standard disclaimer, all IMHO, YMMV, etc.etc.) In D&D magic is technology. Just like iron working, bronze Casting, and curing leather. Would you expect a fighter who, for whatever reason, weilded a rock tied to a stick while wearing uncured leather armour to be as effective as on weilding a steel greatsword and wearing plate armour? You might insist that your idea should be just as viable as any other, and in some systems you'ld even be right (HeroQuest for example) but the majority of D&D players that I have met would have little sympathy with your position. Likewise if we were playing a modern day GURPs game and you made a TL 2 caveman, there is not much you could contribute to the game, even built on as many points as the rest of the party, because you can't drive or use a cell phone or any of a thousand other miraculous things we take for granted, like this message board. When you make a 5e character who doesn't have any magic whatsoever you are deliberately making that caveman. This was argueably not true is earlier editions, where magic was rarer, more in keeping with the swords and sorcery fiction which was one of the inspirations of D&D. In 5e however magic is, for adventurers, commonplace. Every class has magical options, every single one. Some classes, specifically Barbarians, Fighters and Rogues also have non magical options, hewing back to the earlier days of D&D and it's fictional roots. And while some of those options are potent, they are never going to let you fly, because D&D is not generally run at a tech level which permits non-magical flight. And no matter how brilliant you are at swordsmaship you are never going to defeat a guy who can fly up invisibly and fireball your salle then fly away laughing if you cannot catch up somehow. Just like in the modern game where your caveman will never outrace a guy in a car. Now the Antimagic Field spell is sitting right there in the players handbook. There are corner cases where everyone gets their toys taken away. Everyone but the magicless guy. And in that time and place that character is going to shine, just like the caveman can probably clean up in a tavern brawl or survival situation. Is it legitimate to play a magicless character in D&D? Yes. In fact the system strongly supports it. The system does not however pretend that magicless people can do everything magicians can, anymore than GURPS pretends that stone age tribesman make good hackers and pilots. Just my 2¢ [/QUOTE]
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