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Character Classes should Mean Something in the Setting
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<blockquote data-quote="Ruin Explorer" data-source="post: 8252506" data-attributes="member: 18"><p>You misremember.</p><p></p><p>I want to regard HP as the latter, but they are prevented from being that, because the game rules hard-block it, even if you don't regard them as "physics" that apply off-screen, they do apply on on-screen, and they prevent stuff that's a really, really basic component of really common fantasy settings, like uncontrolled falls killing or seriously injuring people, or people being knocked out or killed in a single blow. The fact that in D&D, all on-screen combat is weardown combat, and that there's basically a trinary state of being "basically fine", "dying" and "dead", with no injuries, and immediate returns to full effectiveness on the slightest healing, and where one night's sleep will fix <em>literally anything </em>does limit what D&D can do fantasy-wise, even just applying on-screen (and assuming off-screen things are very different).</p><p></p><p></p><p>This is disingenuous, though it may not be intentional on your part.</p><p></p><p>D&D was never close to Jack Vance's take in any edition (as has been much discussed), so it's a weird and pointless semantic argument to point that out. The term Vancian applies regardless.</p><p></p><p>I agree that it's not possible to have a <em>truly </em>universal magic system (god knows people have tried), but I don't think it's remotely true that you can't design magic systems that are broadly generic and whilst they might not be a 1:1 match, are say a 0.8:1 match, whereas D&D's bizarre magic system isn't even going to be a 0.1:1 match with most games. Either using an exhaustion-based or spell-point based system with casting checks and broader spells would get you a hell of lot closer to about 80% of fantasy media.</p><p></p><p>(As an aside, you could probably have a decent discussion about exactly how to fix this in another thread, because I don't think it would be impossible, esp. as most magic systems in fantasy media fall into about three categories none of which is even slightly similar to D&D's approach.)</p><p></p><p>Even WWN with it's intentionally-peculiar system at least has a properly worked-in spell-point based caster (and you can bring in Psionics from SWN). You'd have a hell of an easier time running DS with WWN than 5E D&D (indeed I've seen some people discussing how they're doing just that). And WWN isn't a "generic" system, it's a specific one.</p><p></p><p>GURPS is of course generic, but I will admit, I am drawing a blank of its magic system entirely so can't comment. SWADE's magic system is going to work better for a lot more fantasy than D&D (IIRC, it's been a while).</p><p></p><p>It's certainly not true to suggest most/all fantasy RPGs have the same issue to remotely the same degree. It's a risible claim that relies on us ignoring obvious differences. D&D's system is hugely incompatible with fantasy in general because it's so odd.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8252506, member: 18"] You misremember. I want to regard HP as the latter, but they are prevented from being that, because the game rules hard-block it, even if you don't regard them as "physics" that apply off-screen, they do apply on on-screen, and they prevent stuff that's a really, really basic component of really common fantasy settings, like uncontrolled falls killing or seriously injuring people, or people being knocked out or killed in a single blow. The fact that in D&D, all on-screen combat is weardown combat, and that there's basically a trinary state of being "basically fine", "dying" and "dead", with no injuries, and immediate returns to full effectiveness on the slightest healing, and where one night's sleep will fix [I]literally anything [/I]does limit what D&D can do fantasy-wise, even just applying on-screen (and assuming off-screen things are very different). This is disingenuous, though it may not be intentional on your part. D&D was never close to Jack Vance's take in any edition (as has been much discussed), so it's a weird and pointless semantic argument to point that out. The term Vancian applies regardless. I agree that it's not possible to have a [I]truly [/I]universal magic system (god knows people have tried), but I don't think it's remotely true that you can't design magic systems that are broadly generic and whilst they might not be a 1:1 match, are say a 0.8:1 match, whereas D&D's bizarre magic system isn't even going to be a 0.1:1 match with most games. Either using an exhaustion-based or spell-point based system with casting checks and broader spells would get you a hell of lot closer to about 80% of fantasy media. (As an aside, you could probably have a decent discussion about exactly how to fix this in another thread, because I don't think it would be impossible, esp. as most magic systems in fantasy media fall into about three categories none of which is even slightly similar to D&D's approach.) Even WWN with it's intentionally-peculiar system at least has a properly worked-in spell-point based caster (and you can bring in Psionics from SWN). You'd have a hell of an easier time running DS with WWN than 5E D&D (indeed I've seen some people discussing how they're doing just that). And WWN isn't a "generic" system, it's a specific one. GURPS is of course generic, but I will admit, I am drawing a blank of its magic system entirely so can't comment. SWADE's magic system is going to work better for a lot more fantasy than D&D (IIRC, it's been a while). It's certainly not true to suggest most/all fantasy RPGs have the same issue to remotely the same degree. It's a risible claim that relies on us ignoring obvious differences. D&D's system is hugely incompatible with fantasy in general because it's so odd. [/QUOTE]
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