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And the Druid Explodes: Understanding the AD&D Design Space's Legacy
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<blockquote data-quote="Mannahnin" data-source="post: 9121515" data-attributes="member: 7026594"><p>But those are arbitrary judgements by you and your group, remember.</p><p></p><p>The PH tells us, in reference to Druids, that "<strong>metallic armor spoils their magical powers"</strong>. You are making a <em>decision </em>to interpret that this spoilage is temporary. Perhaps choosing to wear metallic armor EVER breaks an oath/taboo/geas they take as part of gaining their magical powers, with the consequence that such powers are <em>permanently </em>"spoiled". Taboos and geasa are common in Irish myth and legend, where a hero suffers tragedy if the prohibition is ever broken.</p><p></p><p>One could choose to follow the rules strictly by interpreting the Magic-User weapon restrictions similarly. That as part of the training and rituals which imbue the M-U with their powers, they take on certain inflexible taboos and prohibitions, and if they ever break them, they would lose their powers (or at minimum, per the example of The Character With Two Classes, lose all xp for the adventure as their transgression disturbed their mental balance and interfered with their studies). Such a prohibition could apply to the use of weapons other than the staff and dagger (common ritual tools and symbols) as well as the dart (maybe it has some ritual symbolism, like the mistletoe dart which slew Baldur in Norse myth).</p><p></p><p>I can certainly understand that you find the absolute prohibitions to offend your sense of verisimilitude because the justifications given in the text are minimal and not as detailed as these I've suggested above. But you've still made a choice there. To import assumptions from outside the game (since detailed justifications haven't been given, there is no possible justification), and to depart from the written rules to better suit your own feelings about and preferences for the game. Rather than to find or invent more detailed justifications which work for you so you can stick by the rules. In this you're definitely in good company, clearly sharing an ethos with the designers of 3rd edition.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9121515, member: 7026594"] But those are arbitrary judgements by you and your group, remember. The PH tells us, in reference to Druids, that "[B]metallic armor spoils their magical powers"[/B]. You are making a [I]decision [/I]to interpret that this spoilage is temporary. Perhaps choosing to wear metallic armor EVER breaks an oath/taboo/geas they take as part of gaining their magical powers, with the consequence that such powers are [I]permanently [/I]"spoiled". Taboos and geasa are common in Irish myth and legend, where a hero suffers tragedy if the prohibition is ever broken. One could choose to follow the rules strictly by interpreting the Magic-User weapon restrictions similarly. That as part of the training and rituals which imbue the M-U with their powers, they take on certain inflexible taboos and prohibitions, and if they ever break them, they would lose their powers (or at minimum, per the example of The Character With Two Classes, lose all xp for the adventure as their transgression disturbed their mental balance and interfered with their studies). Such a prohibition could apply to the use of weapons other than the staff and dagger (common ritual tools and symbols) as well as the dart (maybe it has some ritual symbolism, like the mistletoe dart which slew Baldur in Norse myth). I can certainly understand that you find the absolute prohibitions to offend your sense of verisimilitude because the justifications given in the text are minimal and not as detailed as these I've suggested above. But you've still made a choice there. To import assumptions from outside the game (since detailed justifications haven't been given, there is no possible justification), and to depart from the written rules to better suit your own feelings about and preferences for the game. Rather than to find or invent more detailed justifications which work for you so you can stick by the rules. In this you're definitely in good company, clearly sharing an ethos with the designers of 3rd edition. [/QUOTE]
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