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General Tabletop Discussion
*Dungeons & Dragons
D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9620007" data-attributes="member: 32075"><p>I'd say that I want magic to feel magical too - but my mileage significantly varies when it comes to what makes magic feel magical. </p><p></p><p>Magic that's very common and even ubiquitous does feel magical to me. It gives me that "We're not in Kansas anymore!" sense of wonder. Rare magic doesn't; it can't be seen as magical if it isn't seen, and can't be felt as magical if it isn't felt. </p><p></p><p>Now what bugs me about D&D magic is how powerful the spells are. That's been a gripe of mine since forever (or at least since 1978 when I first started playing). "D&D doesn't have wizards; it has artillery pieces disguised as wizards." </p><p></p><p>That's why the next D&D game I run will almost certainly cap spells at 3rd level. And other things being equal I really prefer systems where spells and magic in general is even less powerful (but <em>not</em> less common). Where wizards are built more in terms of what the old Hero system would call "martial arts, usable at range." </p><p></p><p>An additional point is that I prefer magic to feel "alien." The classic science fiction definition of an alien being was "something that thinks as well as a man, but not like a man." I like to see magic that does things as well as mundane skills and tools, but not <em>like</em> mundane skills and tools.</p><p></p><p>An example would be food-preservation magic. I'd want spells and items that aren't just magic-powered refrigerator/freezers, but that instead preserve food just as well but in some other way. Magic smoke. Magic salt. Reversable food-to-wood transformations. Something more creative than magic cold effects.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9620007, member: 32075"] I'd say that I want magic to feel magical too - but my mileage significantly varies when it comes to what makes magic feel magical. Magic that's very common and even ubiquitous does feel magical to me. It gives me that "We're not in Kansas anymore!" sense of wonder. Rare magic doesn't; it can't be seen as magical if it isn't seen, and can't be felt as magical if it isn't felt. Now what bugs me about D&D magic is how powerful the spells are. That's been a gripe of mine since forever (or at least since 1978 when I first started playing). "D&D doesn't have wizards; it has artillery pieces disguised as wizards." That's why the next D&D game I run will almost certainly cap spells at 3rd level. And other things being equal I really prefer systems where spells and magic in general is even less powerful (but [I]not[/I] less common). Where wizards are built more in terms of what the old Hero system would call "martial arts, usable at range." An additional point is that I prefer magic to feel "alien." The classic science fiction definition of an alien being was "something that thinks as well as a man, but not like a man." I like to see magic that does things as well as mundane skills and tools, but not [I]like[/I] mundane skills and tools. An example would be food-preservation magic. I'd want spells and items that aren't just magic-powered refrigerator/freezers, but that instead preserve food just as well but in some other way. Magic smoke. Magic salt. Reversable food-to-wood transformations. Something more creative than magic cold effects. [/QUOTE]
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