Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Can mundane classes have a resource which powers abilities?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 6278699" data-attributes="member: 5143"><p>No, infinite magic is not bad because of those reasons. In the same way that infinite breathing or infinite sitting isn't bad. There are things that are perfectly fine being something you can do near constantly.</p><p></p><p>It's only bad when things are infinite if they are very powerful things that can throw game balance and the story out of whack. Otherwise, I have no problem giving my PCs the equivalent of a lighter. Make small fires all you want. But if you want the ability to blow an entire house up, it better be limited in some way to prevent you from blowing up every house you see.</p><p></p><p>It's likely we're going to have to agree to disagree on this one since I don't think you'll agree with my assessment.</p><p></p><p></p><p>Wait...you are only more powerful because you can cast more spells. Unless we are considering hitpoints to be the be all end all of "how powerful are you". It obviously differs from editions to edition but in 2e, for instance the difference between a 1st level cleric and a 9th level cleric is nearly non existent if they can both only cast 1st level spells.</p><p></p><p>Basically, the god giving them more spells is what actually makes them more powerful. Which is circular logic: They are more powerful because they are more powerful.</p><p></p><p>Plus, if deities are infinitely powerful, why ration anything? Give all their followers 9th level spells immediately and theirs would be the most powerful clergy. The only real reason I can see is that they use higher level spells as a reward for dedicated service more than anything else. Either that or the god isn't actually granting the spells directly and is instead a mortal magic that just requires a divine power source.</p><p></p><p>Either way, the explanation is sort of grasping at straws. Gods have infinite power, their followers should have infinite power as well. They don't because the game would be no fun if you can resurrect people at will or heal people to full hitpoints every round. We have to limit those powers for the good of the game.</p><p></p><p></p><p>Honestly, it's simply no better or worse than "I reach into my stamina reserves and perform a powerful maneuver. But I can't do that very often."</p><p></p><p>That's exactly my point: People are made of flubber, explanations for spells are kind of silly, and plot hooks tend to fall out of the air whenever 4-6 adventurers are gathered in an inn. There are so many silly things built into the rules because of genre conventions, fairness, balance, and fun that picking any particular one out and saying "That is the worst offender" is kind of difficult.</p><p></p><p></p><p>That's correct. I'm perfectly ok if nothing gets explained. It's a game. If it's fun, it doesn't need an explanation for everything. Attempting to explain everything has only caused huge problems in my games in the past. Now I'm more than willing to say "That's the way it is, there's no explanation for it."</p><p></p><p></p><p>I'm not the biggest fan of spell slots and memorization. But they have a lot of advantages. They create a decent amount of game balance if done right while still giving players some amount of choice over the customization of their abilities.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6278699, member: 5143"] No, infinite magic is not bad because of those reasons. In the same way that infinite breathing or infinite sitting isn't bad. There are things that are perfectly fine being something you can do near constantly. It's only bad when things are infinite if they are very powerful things that can throw game balance and the story out of whack. Otherwise, I have no problem giving my PCs the equivalent of a lighter. Make small fires all you want. But if you want the ability to blow an entire house up, it better be limited in some way to prevent you from blowing up every house you see. It's likely we're going to have to agree to disagree on this one since I don't think you'll agree with my assessment. Wait...you are only more powerful because you can cast more spells. Unless we are considering hitpoints to be the be all end all of "how powerful are you". It obviously differs from editions to edition but in 2e, for instance the difference between a 1st level cleric and a 9th level cleric is nearly non existent if they can both only cast 1st level spells. Basically, the god giving them more spells is what actually makes them more powerful. Which is circular logic: They are more powerful because they are more powerful. Plus, if deities are infinitely powerful, why ration anything? Give all their followers 9th level spells immediately and theirs would be the most powerful clergy. The only real reason I can see is that they use higher level spells as a reward for dedicated service more than anything else. Either that or the god isn't actually granting the spells directly and is instead a mortal magic that just requires a divine power source. Either way, the explanation is sort of grasping at straws. Gods have infinite power, their followers should have infinite power as well. They don't because the game would be no fun if you can resurrect people at will or heal people to full hitpoints every round. We have to limit those powers for the good of the game. Honestly, it's simply no better or worse than "I reach into my stamina reserves and perform a powerful maneuver. But I can't do that very often." That's exactly my point: People are made of flubber, explanations for spells are kind of silly, and plot hooks tend to fall out of the air whenever 4-6 adventurers are gathered in an inn. There are so many silly things built into the rules because of genre conventions, fairness, balance, and fun that picking any particular one out and saying "That is the worst offender" is kind of difficult. That's correct. I'm perfectly ok if nothing gets explained. It's a game. If it's fun, it doesn't need an explanation for everything. Attempting to explain everything has only caused huge problems in my games in the past. Now I'm more than willing to say "That's the way it is, there's no explanation for it." I'm not the biggest fan of spell slots and memorization. But they have a lot of advantages. They create a decent amount of game balance if done right while still giving players some amount of choice over the customization of their abilities. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Can mundane classes have a resource which powers abilities?
Top