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Cackling Manaically at the 13 Aug Legends and Lore
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<blockquote data-quote="howandwhy99" data-source="post: 5993125" data-attributes="member: 3192"><p>I run D&D as a reality puzzle game, so the Laws of Magic, whatever they happen to be for that campaign, are unknown to the players. They have a decent common language explanation of what to expect, but in no way does it cover everything. Spells are in the DMG ultimately. Players learn how they work through play. Sort of like combat for Fighters, and so on for other classes too.</p><p></p><p>Like I said, a fireball spell doesn't dictate how it will operate in every single circumstance. Sometimes it ignites the Grease spell at the target's feet. Leather armor makes a save, but not having cast it upon leather armor before the caster doesn't know that. Casting it on another caster who has a scroll in hand almost certainly destroys the scroll. And on and on and on. Spells are not simple, single explanations that are repeated the same way every single time. That's boring to me. That's why I like to keep them a mystery, an ongoing learning experience where experience by the player actually matters.</p><p></p><p></p><p></p><p>One other thing:</p><p>For me, the game game shifts radically depending upon class. This is most obviously seen with a simple test. What happens when everyone in the party is the same class?</p><p></p><p>If everyone is a Fighter or warrior subclass, is combat expected to be the major selling point? It's what everyone is going to be best suited for.</p><p></p><p>If everyone is a Thief or Assassin or basic sneaky type, is covert action expected to be the primary adventure? (Remember the "Thief" videogame where melee was a *bad idea*)</p><p></p><p>A team of Wizards might explore an ancient tomb of old sorcerers looking to discover arcane power rather than spend years trying to figure it out for themselves.</p><p></p><p>A team of Clerics might attempt to convert a goblin tribe to become Lawful Good according to the specific deities each picked.</p><p></p><p>For me, D&D really isn't all about combat, that includes magic and magic casters. Besides many of the other classes aren't that suited to combat and are better off avoiding it when adventuring when possible. Having some fighters along just in case, of course, does help. But so does having a thief, magic guy, holy man, etc. Diversity can be an asset.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5993125, member: 3192"] I run D&D as a reality puzzle game, so the Laws of Magic, whatever they happen to be for that campaign, are unknown to the players. They have a decent common language explanation of what to expect, but in no way does it cover everything. Spells are in the DMG ultimately. Players learn how they work through play. Sort of like combat for Fighters, and so on for other classes too. Like I said, a fireball spell doesn't dictate how it will operate in every single circumstance. Sometimes it ignites the Grease spell at the target's feet. Leather armor makes a save, but not having cast it upon leather armor before the caster doesn't know that. Casting it on another caster who has a scroll in hand almost certainly destroys the scroll. And on and on and on. Spells are not simple, single explanations that are repeated the same way every single time. That's boring to me. That's why I like to keep them a mystery, an ongoing learning experience where experience by the player actually matters. One other thing: For me, the game game shifts radically depending upon class. This is most obviously seen with a simple test. What happens when everyone in the party is the same class? If everyone is a Fighter or warrior subclass, is combat expected to be the major selling point? It's what everyone is going to be best suited for. If everyone is a Thief or Assassin or basic sneaky type, is covert action expected to be the primary adventure? (Remember the "Thief" videogame where melee was a *bad idea*) A team of Wizards might explore an ancient tomb of old sorcerers looking to discover arcane power rather than spend years trying to figure it out for themselves. A team of Clerics might attempt to convert a goblin tribe to become Lawful Good according to the specific deities each picked. For me, D&D really isn't all about combat, that includes magic and magic casters. Besides many of the other classes aren't that suited to combat and are better off avoiding it when adventuring when possible. Having some fighters along just in case, of course, does help. But so does having a thief, magic guy, holy man, etc. Diversity can be an asset. [/QUOTE]
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