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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Neonchameleon" data-source="post: 5457595" data-attributes="member: 87792"><p>That's the best you've got? An airy statement that says that "Magic can alter anything - bear that in mind when worldbuilding"? Well yes. That's obvious. But there is a world of difference between saying "This exists." and saying "Here is how you deal with the following problems." As far as worldbuilding is concerned, the DMG paragraph above takes the problems into account in the same way that making the button bright red and slapping a "Do not push" sign over a base self-destruct button takes into account the chance of someone trying to blow up a lair.</p><p> </p><p>But the point you are failing to rebut is that the sort of magic present in 3e <em>completely unbalances the world</em>. The magic is strong enough that any attempt to build a "fairly realistic world" is like building a castle on quicksand.</p><p></p><p>And as for the "ban certain spells" approach, that's simply the Oberoni Fallacy. 3e can not even support its own worlds with the magic flying around unless you either go all out gonzo with a comic book world (Forgotten Realms) or relatively low powered and start from the principle mages will attempt to break any normal economy (Eberron). 4e on the other hand keeps strategic resources (i.e. the resources needed to unbalance a world) in check far more and thus is much more flexible for worldbuilding.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5457595, member: 87792"] That's the best you've got? An airy statement that says that "Magic can alter anything - bear that in mind when worldbuilding"? Well yes. That's obvious. But there is a world of difference between saying "This exists." and saying "Here is how you deal with the following problems." As far as worldbuilding is concerned, the DMG paragraph above takes the problems into account in the same way that making the button bright red and slapping a "Do not push" sign over a base self-destruct button takes into account the chance of someone trying to blow up a lair. But the point you are failing to rebut is that the sort of magic present in 3e [I]completely unbalances the world[/I]. The magic is strong enough that any attempt to build a "fairly realistic world" is like building a castle on quicksand. And as for the "ban certain spells" approach, that's simply the Oberoni Fallacy. 3e can not even support its own worlds with the magic flying around unless you either go all out gonzo with a comic book world (Forgotten Realms) or relatively low powered and start from the principle mages will attempt to break any normal economy (Eberron). 4e on the other hand keeps strategic resources (i.e. the resources needed to unbalance a world) in check far more and thus is much more flexible for worldbuilding. [/QUOTE]
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