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<blockquote data-quote="GnomeWorks" data-source="post: 5051305" data-attributes="member: 162"><p>D&D lost the whole "magic is mysterious" when they codified exactly what wizards could and could not do.</p><p></p><p>You may enjoy attempting to recapture the "magic is mysterious" feel. IMC, magic is - usually - just as predictable as technology. It has set methodologies and set spells, which produce predictable results.</p><p></p><p>Are there wildcards? Yes. These are the exception, not the rule.</p><p></p><p></p><p></p><p>You say this like the only place to introduce world flavor is by screwing around with the thematic aspect of well-known and well-understood game mechanics.</p><p></p><p>My setting is by no means "boring," at least not in my own opinion. I have heavily modified the 3.5 ruleset, approaching my revamp with the belief that mechanics should reflect flavor: our psionics system, for instance, is <em>nothing</em> like our magic system, because they are two distinct things.</p><p></p><p>I could just reskin magic to make psionics. That, however, feels cheap to me, and I would much rather prefer having a mechanical grounding for the differences between the two.</p><p></p><p></p><p></p><p>Thanks for the assumption about my playstyle!</p><p></p><p>Inducing a sense of wonder != stories about "real" characters. You can have interesting and well-developed characters and "stories" without resorting to screwing around with the mechanical underpinnings of the game by messing with thematic elements.</p><p></p><p>"Wonder" is by no means necessary to the game, just as combat is not.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 5051305, member: 162"] D&D lost the whole "magic is mysterious" when they codified exactly what wizards could and could not do. You may enjoy attempting to recapture the "magic is mysterious" feel. IMC, magic is - usually - just as predictable as technology. It has set methodologies and set spells, which produce predictable results. Are there wildcards? Yes. These are the exception, not the rule. You say this like the only place to introduce world flavor is by screwing around with the thematic aspect of well-known and well-understood game mechanics. My setting is by no means "boring," at least not in my own opinion. I have heavily modified the 3.5 ruleset, approaching my revamp with the belief that mechanics should reflect flavor: our psionics system, for instance, is [i]nothing[/i] like our magic system, because they are two distinct things. I could just reskin magic to make psionics. That, however, feels cheap to me, and I would much rather prefer having a mechanical grounding for the differences between the two. Thanks for the assumption about my playstyle! Inducing a sense of wonder != stories about "real" characters. You can have interesting and well-developed characters and "stories" without resorting to screwing around with the mechanical underpinnings of the game by messing with thematic elements. "Wonder" is by no means necessary to the game, just as combat is not. [/QUOTE]
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