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*Dungeons & Dragons
A simple houserule for martial/caster balance.
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<blockquote data-quote="Gammadoodler" data-source="post: 8600258" data-attributes="member: 6914290"><p>It's about knowing how one specific part of the world works. I haven't ever actually seen a discussion of what the mechanics or rules of magic are as a setting dependency. </p><p></p><p>No one ever says:</p><p>"Wait you could never cast a spell next to a waterfall because the noise would negate your verbal component" </p><p></p><p>Or, </p><p>"If you can't see, you can't make perform the somatic component appropriately"</p><p></p><p>Or, </p><p>"No one could survive casting near xyz types of location"</p><p></p><p>Stuff like this would be equally "common sense" as any of the physical laws used in the setting for the characters that live in that setting. Meanwhile, 100 pg threads will pop up where you can get an unironic suggestion that 10th level barbarians should die from a 20-30 ft fall no matter their hp.</p><p></p><p>Separately, Wizards and Sorcerers and Bards all cast a lot of the same spells, but none of them really explain what it is that those characters are doing that is making the magic happen. </p><p></p><p>Can anyone with the ability to provide the right VSM components do magic?</p><p></p><p>What separates a librarian with expressive hands from a wizard? Can a librarian provide the same components and do magic, or is there something more at work? </p><p></p><p>How is a bard different than a busker? What about their music (or whatever) manipulates the weave (or whatever)?</p><p></p><p>What part of a sorcerer's body holds its magic bits? Is their blood magical?</p><p></p><p>We don't really ask these questions because we accept as part of the buy in to playing the game that magic just kind of works. A similar buy in could happen regarding whatever martial abilities exist, whatever the source.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8600258, member: 6914290"] It's about knowing how one specific part of the world works. I haven't ever actually seen a discussion of what the mechanics or rules of magic are as a setting dependency. No one ever says: "Wait you could never cast a spell next to a waterfall because the noise would negate your verbal component" Or, "If you can't see, you can't make perform the somatic component appropriately" Or, "No one could survive casting near xyz types of location" Stuff like this would be equally "common sense" as any of the physical laws used in the setting for the characters that live in that setting. Meanwhile, 100 pg threads will pop up where you can get an unironic suggestion that 10th level barbarians should die from a 20-30 ft fall no matter their hp. Separately, Wizards and Sorcerers and Bards all cast a lot of the same spells, but none of them really explain what it is that those characters are doing that is making the magic happen. Can anyone with the ability to provide the right VSM components do magic? What separates a librarian with expressive hands from a wizard? Can a librarian provide the same components and do magic, or is there something more at work? How is a bard different than a busker? What about their music (or whatever) manipulates the weave (or whatever)? What part of a sorcerer's body holds its magic bits? Is their blood magical? We don't really ask these questions because we accept as part of the buy in to playing the game that magic just kind of works. A similar buy in could happen regarding whatever martial abilities exist, whatever the source. [/QUOTE]
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