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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Companion thread to 5E Survivor - Subclasses (Part XV: The FINAL ROUND)
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="Argyle King" data-source="post: 8847226" data-attributes="member: 58416"><p>Oddly, I find that I somewhat agree with both sides. </p><p></p><p>•I see what Ezekiel means by "rug pull," and I also dislike that. </p><p></p><p>To elaborate: I understand the concept of Rule 0, and I do believe it should exist as a concept. However, I generally dislike when rules are changed mid-session and/or changed in a way which makes it difficult for the player to have a consistent grasp of how the in-game world works. (This is related to why I believe lore is important; fluff and crunch should have a coherent relationship with each other.)</p><p></p><p>•On the other hand, I also see where Shadow is coming from, in regards to magic not feeling magical enough. </p><p></p><p>To elaborate: Yes, by definition, magic breaks the normal rules of reality. But, no, that shouldn't mean that magic have any rules at all. Typically, many fantasy stories do have some sort of limitation on spells and powers. </p><p></p><p>Often, magic use can (and does) physically fatigue the magic user. In some stories, casting takes extra time or extra people to produce more powerful effects. Those are only two examples; there are a variety of ways it is done. Using those examples, there are game systems which offer the choice to push through those limitations and cast anyway, at the cost of risking harm to the caster.</p><p></p><p>I find that unlimited use of even simple spells is more powerful than most people realize. It May be an unusual analogy, but consider the modern-day smartphone for a moment. Essentially, I have the ability to cast several utility spells (alarm, message, light, and etc) at-will. In my lifetime, that has not always been available. As that ability (via smartphone) became more ubiquitous, it changed the world. Imagine if you could download an app on your phone which would grant the at-will ability to physically harm someone from about 20 meters away. </p><p></p><p>Ubiquity also does tend to take away some amount of wonder and specialness.</p><p></p><p>Though, I also believe that part of the "feel" (or not feeling) may come from the vertical structure of constantly needing +N as D&D levels progress. I find it more interesting when a magic sword has a unique ability. However I often find that the game (even with "bounded accuracy") tells me that I should want a bigger +N instead of wanting a sword which can summon 3d4 squirrels, even though I find the latter more interesting.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8847226, member: 58416"] Oddly, I find that I somewhat agree with both sides. •I see what Ezekiel means by "rug pull," and I also dislike that. To elaborate: I understand the concept of Rule 0, and I do believe it should exist as a concept. However, I generally dislike when rules are changed mid-session and/or changed in a way which makes it difficult for the player to have a consistent grasp of how the in-game world works. (This is related to why I believe lore is important; fluff and crunch should have a coherent relationship with each other.) •On the other hand, I also see where Shadow is coming from, in regards to magic not feeling magical enough. To elaborate: Yes, by definition, magic breaks the normal rules of reality. But, no, that shouldn't mean that magic have any rules at all. Typically, many fantasy stories do have some sort of limitation on spells and powers. Often, magic use can (and does) physically fatigue the magic user. In some stories, casting takes extra time or extra people to produce more powerful effects. Those are only two examples; there are a variety of ways it is done. Using those examples, there are game systems which offer the choice to push through those limitations and cast anyway, at the cost of risking harm to the caster. I find that unlimited use of even simple spells is more powerful than most people realize. It May be an unusual analogy, but consider the modern-day smartphone for a moment. Essentially, I have the ability to cast several utility spells (alarm, message, light, and etc) at-will. In my lifetime, that has not always been available. As that ability (via smartphone) became more ubiquitous, it changed the world. Imagine if you could download an app on your phone which would grant the at-will ability to physically harm someone from about 20 meters away. Ubiquity also does tend to take away some amount of wonder and specialness. Though, I also believe that part of the "feel" (or not feeling) may come from the vertical structure of constantly needing +N as D&D levels progress. I find it more interesting when a magic sword has a unique ability. However I often find that the game (even with "bounded accuracy") tells me that I should want a bigger +N instead of wanting a sword which can summon 3d4 squirrels, even though I find the latter more interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Companion thread to 5E Survivor - Subclasses (Part XV: The FINAL ROUND)
Top