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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="Tequila Sunrise" data-source="post: 6596172" data-attributes="member: 40398"><p>Sadly, the on-again-off-again infravision thing was before my time, so the best citation I can provide is Old Geezer on rpg.net. I can however point you to page 182 of the 2e DMG, under the 'Light Generation' heading for the PC-sensing magical swords. Speaking of magic swords, what happens when a pre-3e wizard picks one up and gives it a swing, despite not having magic swords on their list of allowed magical items? What's the in-world explanation for <em>every single member</em> of demihuman races being restricted from certain classes, regardless of birthplace or upbringing? How about wizards being unable to add looted spells to their repertoire beyond a certain limit based on Int, regardless of how many or how big their spell books are? (PHB, page 17.) Why does changing alignment involuntarily have no effect on xp, but changing voluntarily suddenly makes it twice as hard to learn everything from sword-swinging to spell-slinging? (DMG page 28-29.)</p><p></p><p></p><p>Speaking of positive and negative energy in WotC D&D, why is one in the necro school while the other is in conjuration? Speaking of 3.x, why do rogues get a single odd optional <em>1/day</em> feature? Nobody seems to have a problem with monks stunning people with a single blow, because monks are quasi-magical kung-fu masters, but what exactly is happening when a fighter takes the Stunning Fist feat and starts stunning stuff <em>X/day</em>? And out of curiosity, how are these things different from the martial daily exploits you don't like, other than being oddities within their own edition?</p><p></p><p>I'm sure you could think of explanations for these things, as well as all of the other oddities which permeate D&D, just like you did for the wizard-heal-begone tradition.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 6596172, member: 40398"] Sadly, the on-again-off-again infravision thing was before my time, so the best citation I can provide is Old Geezer on rpg.net. I can however point you to page 182 of the 2e DMG, under the 'Light Generation' heading for the PC-sensing magical swords. Speaking of magic swords, what happens when a pre-3e wizard picks one up and gives it a swing, despite not having magic swords on their list of allowed magical items? What's the in-world explanation for [I]every single member[/I] of demihuman races being restricted from certain classes, regardless of birthplace or upbringing? How about wizards being unable to add looted spells to their repertoire beyond a certain limit based on Int, regardless of how many or how big their spell books are? (PHB, page 17.) Why does changing alignment involuntarily have no effect on xp, but changing voluntarily suddenly makes it twice as hard to learn everything from sword-swinging to spell-slinging? (DMG page 28-29.) Speaking of positive and negative energy in WotC D&D, why is one in the necro school while the other is in conjuration? Speaking of 3.x, why do rogues get a single odd optional [I]1/day[/I] feature? Nobody seems to have a problem with monks stunning people with a single blow, because monks are quasi-magical kung-fu masters, but what exactly is happening when a fighter takes the Stunning Fist feat and starts stunning stuff [I]X/day[/I]? And out of curiosity, how are these things different from the martial daily exploits you don't like, other than being oddities within their own edition? I'm sure you could think of explanations for these things, as well as all of the other oddities which permeate D&D, just like you did for the wizard-heal-begone tradition. [/QUOTE]
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