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Clarke's principle on its head
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<blockquote data-quote="Silveras" data-source="post: 1603890" data-attributes="member: 6271"><p>I quite agree that, as presented, D&D magic is a form of technology. </p><p></p><p>The distinguising things about technology are: a) at maturation it becomes fairly reliable, b) when fully implemented it can be used without understanding the principles involved, and c) no special talent is required to operate it (although some amount of training usually is). </p><p></p><p>Consider the lever. A simple piece of technology. When placed over a fulcrum, it allows the lifting/moving of heavier objects than native strength alone. </p><p></p><p>a) At maturation, the principle of the lever arm is understood, and for any given lever, a practiced user knows how large/heavy an object s/he can affect. Failure does not indicate that the tool did not work, simply that the appropriate tool for the job was not available. </p><p></p><p>b) Most people have heard of the lever, and know to place it over a fulcrum of some sort, but comparatively few could discuss the physics involved. That is Ok, though; the technology works without understanding the principles involved. </p><p></p><p>c) Finally, no user of the lever needs to invoke some special talent to make it work. Given 3 people of the same mass and muscular strength, they would be able to move the same objects with equal ease. All that is required to operate the technology is the minimal training of showing someone the lever, fulcrum, and a large object being moved. Neither is any special talent required to make the lever. Some raw materials and a few tools are all that is needed. </p><p></p><p>Now, consider the continual flame spell. </p><p></p><p>a) Every time the spell is cast, it has the same effect. It does not fail without active interference (antimagic field, someone casting a counterspell, etc.)</p><p></p><p>b) The spellcaster only requires sufficient training as a wizard or cleric to be able to prepare and cast the spell. Theoretically, any character could "find religion" and take up Wizard or Cleric training, eventually learning enough to be able to cast Continual Flame. The spellcaster does not need to understand the principles under which the spell operates (i.e., does not have to re-invent/research it). </p><p></p><p>c) Aside from Sorcerers, the spellcaster does not require any special talent to cast the spell. With the same training, any character could do it. </p><p></p><p>Of course, there are some slight differences. Clerics need to be in good standing with their god/philosophy/whatever to draw on its power. Sorcerers need their "draconic" heritage (or whatever the DM substitutes). </p><p></p><p>By-and-large, though, magic would become technology. The wealthy would see an advantage in having a trained Wizard in the family. Education would become an increasingly valuable commodity. Trained workers, able to operate magically-enhanced tools, would become a strategic advantage for each nation.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1603890, member: 6271"] I quite agree that, as presented, D&D magic is a form of technology. The distinguising things about technology are: a) at maturation it becomes fairly reliable, b) when fully implemented it can be used without understanding the principles involved, and c) no special talent is required to operate it (although some amount of training usually is). Consider the lever. A simple piece of technology. When placed over a fulcrum, it allows the lifting/moving of heavier objects than native strength alone. a) At maturation, the principle of the lever arm is understood, and for any given lever, a practiced user knows how large/heavy an object s/he can affect. Failure does not indicate that the tool did not work, simply that the appropriate tool for the job was not available. b) Most people have heard of the lever, and know to place it over a fulcrum of some sort, but comparatively few could discuss the physics involved. That is Ok, though; the technology works without understanding the principles involved. c) Finally, no user of the lever needs to invoke some special talent to make it work. Given 3 people of the same mass and muscular strength, they would be able to move the same objects with equal ease. All that is required to operate the technology is the minimal training of showing someone the lever, fulcrum, and a large object being moved. Neither is any special talent required to make the lever. Some raw materials and a few tools are all that is needed. Now, consider the continual flame spell. a) Every time the spell is cast, it has the same effect. It does not fail without active interference (antimagic field, someone casting a counterspell, etc.) b) The spellcaster only requires sufficient training as a wizard or cleric to be able to prepare and cast the spell. Theoretically, any character could "find religion" and take up Wizard or Cleric training, eventually learning enough to be able to cast Continual Flame. The spellcaster does not need to understand the principles under which the spell operates (i.e., does not have to re-invent/research it). c) Aside from Sorcerers, the spellcaster does not require any special talent to cast the spell. With the same training, any character could do it. Of course, there are some slight differences. Clerics need to be in good standing with their god/philosophy/whatever to draw on its power. Sorcerers need their "draconic" heritage (or whatever the DM substitutes). By-and-large, though, magic would become technology. The wealthy would see an advantage in having a trained Wizard in the family. Education would become an increasingly valuable commodity. Trained workers, able to operate magically-enhanced tools, would become a strategic advantage for each nation. [/QUOTE]
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