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<blockquote data-quote="Tony Vargas" data-source="post: 6820528" data-attributes="member: 996"><p>Ah, yes. Magic + Science = Win. </p><p></p><p>It really depends on your style. If you want to create the feel of a magical world, bats probably don't use sonar, maybe they have blindsight or can see only in the dark, because they were created by some tenebrous bat-god, or because their eyes emit rays that pierce darkness but are blocked by light. If you want a 'realistic' world with magic layered over it, and wish to explore the implications thereof, by all means, deafen bats to blind them.</p><p></p><p>Maybe not exactly 'fair,' depending on how you think of it. Magic already does a lot, mixing magic and science like that lets it do even more. One of the defenses of the classic D&D design of casters having many options and non-casters few is that the latter can 'improvise.' Keeping magic magical (even if that makes it occasionally nonsensical) rather than having it interact beneficially with conveniently-applied scientific realism can make that rationale less invalid.</p><p></p><p>Way too much over the years. It became so common so fast that even the 1e PH and DMG had explanations why certain tricks wouldn't work (why you couldn't use Enlarge/Reduce to 'squeeze someone to death in their armor' for instance).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6820528, member: 996"] Ah, yes. Magic + Science = Win. It really depends on your style. If you want to create the feel of a magical world, bats probably don't use sonar, maybe they have blindsight or can see only in the dark, because they were created by some tenebrous bat-god, or because their eyes emit rays that pierce darkness but are blocked by light. If you want a 'realistic' world with magic layered over it, and wish to explore the implications thereof, by all means, deafen bats to blind them. Maybe not exactly 'fair,' depending on how you think of it. Magic already does a lot, mixing magic and science like that lets it do even more. One of the defenses of the classic D&D design of casters having many options and non-casters few is that the latter can 'improvise.' Keeping magic magical (even if that makes it occasionally nonsensical) rather than having it interact beneficially with conveniently-applied scientific realism can make that rationale less invalid. Way too much over the years. It became so common so fast that even the 1e PH and DMG had explanations why certain tricks wouldn't work (why you couldn't use Enlarge/Reduce to 'squeeze someone to death in their armor' for instance). [/QUOTE]
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