D&D is best when the magic is high, fast and furious!

Gothmog said:


To me, the atmosphere and feel of a low fantasy game is much more compelling because I can identify with my character and the world, and I can suspend disbelief much more easily and get into the proper mindset. There is also a sense of wonder and the unknown in a low fantasy game that is impossible to capture in high fantasy. In my experience, PCs in a low fantasy game are willing to try more varied types of tactics to achieve a goal than they are in a high fantasy game. For example- trying to stop a slaving organization. Most high fantasy characters will scry, teleport, surgical strike, retreat- repeat until done. I have been in three low fantasy games where there has been slaver enemies, and each time the result was vastly different. The first time they infiltrated the organization and lead a midnight break-out; the second time they assassinated the leader of the ring and had the rogue disguise himself as the leader, then intentionally make a dumb mistake that alerted the authorities; and in the third case they "sold" several PCs into slavery, and lead a slave revolt from the inside.

To each his own I suppose- but do keep in mind that some of us have tried high fantasy, and it simply isn't to our tastes, no matter how good the game is.

Now these are reasons I can understand and respect. Although even in my epic game, no one could kill an Ancient Red Dragon in three rounds. More likely the dragon would wipe out even a party of Epic level PC's if they weren't prepared. :)
 

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mmadsen said:

I think a lot of people know exactly what's "wrong": the game doesn't feel like classic fantasy (Lord of the Rings, Conan, King Arthur, whatever).

And thats fine if they prefer those settings. But the implication that playing in a setting where magic is more powerful and more common isn't "real" role-playing irks me.

There is as much role-playing, planning, and character development in a high magic world. We just have flashier gear. :)
 

Dragonblade said:
Whose concept of magical items in a fantasy world? Certainly not mine. Yours perhaps. And although you are not the first to decry magic items and magic because of the magical arms race you feel takes place at higher levels, my theory is still valid.
But only within the realm of D&D and CRPGs. Outside of these limited examples within the genre, such prolifferation does not occur.

The magic arms race is simply the logical extrapolation of a world where magic works. Just as in the real world, where guns have evolved to replace swords as the weapon of choice, so will more powerful magic items evolve to replace others. Technology is limited only by the laws of physics but magic, since it doesn't exist can only be limited by two things. Writer's fiat or by imposing upon magic a set of internally consistent rules or laws. In other words, magic as science.
Yet the DMG itself warns against using magic in just this very way. Indeed, "where magic becomes technology" is mentioned as the "comical route" of campaign design. Yet, throughout this thread (and many others), this is exactly how magic is explained as being.

Now some of you may prefer magic by writer's fiat, and that's fine. You prefer not to want to know how magic works, you just want to be captivated by it when it does. But ultimately, I'm unsatisfied with this. Since magic isn't real, I have to engage in the willful suspension of disbelief to be captivated by the writer or DM's portrayal of magic. But since the "mysteriousness" of magic is dictated to us by a writer or DM who is just as human as we are, certain logical inconsistencies invariably crop up.
Inconsistancies abound, even in a universe that runs on science instead of magic. But this isn't what is being discussed. What is being discussed is magic being so abundant as to become blas'e and commonplace rather than exciting and magical. This has nothing to do with solid rules dictating how magic works, but of how much magic is present.

For example, if there exists certain creatures with a certain amount of power, DR, spell resistance, etc. Then I expect those monster to be held in check by characters of a certain power level. If they are not, then I don't find it believable that a certain monster will not rampage uncontrollably across the countryside. A town of 1-3 level NPC commoners cannot exist anywhere near a dungeon filled with CR 10 or higher monsters. The only way it can is by the DM coming up with some metagame rationale for it.
Well, let's look at Dragons. If there are only a few Dragons about, each sleeping for decades or centuries, than not much magic is needed, particularly if they pop up, ravage things for a few months or years, and then vanish. In this image, one dragon could appear and the obtainment of a long lost weapon or group of weapons (such as the long-lost blades of an ancient order of knights, the staff of the Priest-King and so forth) becomes the entire focus of a sizable time-frame within the campaign.

Change this, however, to dozens of dragons in constant motion, meddling with the affairs of "lesser" creatures, eating aplenty, plotting, scheming, etc. Now a great amount of magic is needed. However, this later picture does the same thing to dragons as it does to magic: Rather than being magnificent, terrifying, mysterious creatures, they just become another beasty in a long line of other beasties, to be dealt with by just another magic item in a long line of other magic items.

It is unfortunate that the rules, by supporting common-magic, promote this later image.

Likewise, if mages have access to teleport or fly or can create magic lanterns, then I find it unbelievable that a mage would prefer to walk across the countryside or that magic lanterns wouldn't be commonplace. Either the DM or writer has come up with some metagame reason why they can't or they have decided to impose magical laws upon their world to justify why they can't. But once you impose understandable laws of magic it then becomes possible for people to use those laws to their advantage. To know how to manipulate them to increase their own power or profit by it. Such is human nature. Anything else is arbitrary writer's fiat. And when such writer/DM's fiat is held up to the light of logic, I find it suddenly thrown into sharp relief and I can no longer engage in the willful suspension of disbelief.
Sounds like a personal problem, being that you would prefer to take advantage of a world's flavor rather than just "go with it".

The rules framework of the d20 system can be used to simulate a wide variety of worlds. But you must be prepared to make changes to maintain internal logic and consistency. If you don't want your world to contain high level magic items you either must use DM's fiat to simply say they don't exist and ignore the fact that your game world no longer has any internal consistency. Or you have to change the game system itself. See my previous post for the kinds of changes you would need to make to play in a viable low magic world.
I would question your use of the word "need", since I have done differently (indeed, sometimes even the opposite) and come up with fun, viable, and (dare I say it) balanced campaigns that would be described as low magic (although rare magic is most often more accurate).

If magic was not used in D&D as a balancing factor then you could remove it from the game without having to make any other changes at all. But you can't.
The problem isn't that magic is used as a balancing factor; Rather, it's the amount of magic that was determined as the default. To say that "Character's of [X] Level need [Y] amount of items because they should be able to beast [Monster Z]" is, more or less, telling me to play as written or deal with a broken system (and like it or not, if the system isn't designed the way you play, it is effectively broken even if internally consistant to it's own assumption). After all, I've been playing for over 20 years, and I haven't even heard of a game having so much magic available in a game for well over a decade. Indeed, even now, only on message boards do I find such a drive for the default assumptions to be upheld, since everyone I've met and continue to meet have all "toned down" this ratio in 3E.
 

Dragonblade said:
Now, the last time I played in SHARK's world, I had a 40th level Sorceror/Monk, armed to the teeth with Epic magic and struggling to survive an ambush by 20 Winter Wights!! Or when my 40th level paladin was taking on 16th level fighter fire giants, each one armed with +5 Unholy flaming burst battle axes!


1. What level did you start these characters at?

2. Who wiped their butt for them till they hit 20th level and could survive doing it on sharks world where even the toilet bowel bacteria is probably 15th level.

3. Don't you realize that there is nothing different between your 4oth Paladin fighting those fire giants and my 8th Paladin fighting ettins?

My mistake there are a few differences. My character is more important than my magic items. Oh and I have to roll a lot less dice and do a lot less math during the battle.

The end result is the same though. The villian is defeated and the town/city/empire/plane of existance is saved.
 

Re: Re: D&D is best when the magic is high, fast and furious!

DocMoriartty said:
3. Don't you realize that there is nothing different between your 4oth Paladin fighting those fire giants and my 8th Paladin fighting ettins?

The end result is the same though. The villian is defeated and the town/city/empire/plane of existance is saved.

I have been saying this for some posts now... unless you are fixated on the exact stats and numbers and powers of a given monster you can run those epic adventures just fine at a much lower character level without loosing the epic feeling.

I think, DragonBlade, you are putting the cart in front of the horse sometimes, if you take the monsters from the MMs - made ultimately, as we know, not for a realistic and internally consistent world, but to provide PCs with enemies - and then fit the world around them, using modern thinking and concepts on it. There is no reason for a fantasy world, where gods are meddling, to have the same internal logic as we modern people would expect. If the god of magic does not want magic to become an industrial good, then it won't happen.

Thomas Harlan wrote a series of novels dealing with a similar concept, where a potent magical curse prevented progress throughout the roman empire yet protected it from enemy magic and allowed the tactics of the romans to prevail.

Still, even if you go for internal consistency, I'd rather take the world I want, and then fix the rules and reasons instead of taking the monsters and then building a world for them.

Edit: darn typos
 
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Dragonblade, ask yourself this:

Is casting a single fireball in your world exciting? Is it something that might be the talk of a small village? Is that feat alone something a person might strive to be able to do, considering that an amazing thing?

Is the ability to quite effectivly blind someone permanently, without counter magic, considered scary?

Is a +1/2 magical weapon, maybe with a single extra enchantment, anything even worth considering in your game?

Are holy weapons wonderous things, god-blessed or god-granted items of sacred power?

I'm guessing, no, not really, for any of those.

For me, a fireball is amazing. You're creating, from your fingertips, a ball of blazing fire able to wreck havoc over a fair sized area, in an awsome show of pyrotechnics. Blinding someone is horrible; it's maiming the person. Sure, magic can reverse it, but that's not an option for just everyone. A +1/2 magical weapon is an amazing thing, able to damage creatures plain weapons cant, never needing to be sharpened, nearly unbreakable. A holy weapon is the favor of the gods in your hands, striking foes in their name.

These reasons are some of the ones that explain why I don't like your level of magic... None of this awe can be found in that type of game. It's just glitz, flash, excess... Bad, overdone special effects.



Is
 

Joining in late...

I don't really like playing in D&D games below 6th level or so. Nor do I like playing in D&D games above maybe 12th level. Everything else is either too low-powered, or needlessly high-powered to me.

That said... I don't play very often; usually, I'm the DM.

And I have no problems with running very low-level games.

Nor do I mind running very high-level games: The latest game I started began at 19th level and has as its goal the restoration of the rightful rulership of the shades over Faerun, one dead Elminster at a time! :D
 

Re: Re: Re: D&D is best when the magic is high, fast and furious!

Fenes 2 said:


I think, DragonBlade, you are putting the cart in front of the horse sometimes, if you take the monsters from the MMs - made ultimately, as we know, not for a realistic and internally consistent world, but to provide PCs with enemies - and then fit the world around them, using modern thinking and concepts on it. There is no reason for a fantasy world, where gods are meddling, to have the same internal logic as we modern people would expect. If the god of magic does not want magic to become an industrial good, then it won't happen.

Excellent! I agree with you that the internal logic of world without magic doesn't have to be the same as one with magic. But there has to be some sort of logic at work and I want to know what that logic is in a more detailed way than "the gods will it so." I can accept that explanation at first but when logical inconsistencies begin to creep up it starts to bug me.
 

Tsyr said:
Dragonblade, ask yourself this:

Is casting a single fireball in your world exciting? Is it something that might be the talk of a small village? Is that feat alone something a person might strive to be able to do, considering that an amazing thing?

Is the ability to quite effectivly blind someone permanently, without counter magic, considered scary?

Is a +1/2 magical weapon, maybe with a single extra enchantment, anything even worth considering in your game?

Are holy weapons wonderous things, god-blessed or god-granted items of sacred power?

I'm guessing, no, not really, for any of those.

For me, a fireball is amazing. You're creating, from your fingertips, a ball of blazing fire able to wreck havoc over a fair sized area, in an awsome show of pyrotechnics. Blinding someone is horrible; it's maiming the person. Sure, magic can reverse it, but that's not an option for just everyone. A +1/2 magical weapon is an amazing thing, able to damage creatures plain weapons cant, never needing to be sharpened, nearly unbreakable. A holy weapon is the favor of the gods in your hands, striking foes in their name.

These reasons are some of the ones that explain why I don't like your level of magic... None of this awe can be found in that type of game. It's just glitz, flash, excess... Bad, overdone special effects.


Actually that kind of awe does exist in my world. Even though there are lots of wizards and they sometimes cast lots of fireballs, the awe factor remains as strong as ever.

I don't depend on the fireball's commonality or rarity to inspire me with a sense of awe or wonder. I depend on the story for that.

The magic is special effects true, but I find their application to enhance my stories rather than detract from them. Would Star Wars be as cool as a movie if it was set on Earth and there were no special effects? I don't think so. And conversely, if Star Wars was just a series of special effects without a story then that would be boring. Rather when you have the unique combination of good story and special effects then you have something special. :)
 

Re: Re: D&D is best when the magic is high, fast and furious!

DocMoriartty said:


3. Don't you realize that there is nothing different between your 4oth Paladin fighting those fire giants and my 8th Paladin fighting ettins?

My mistake there are a few differences. My character is more important than my magic items. Oh and I have to roll a lot less dice and do a lot less math during the battle.

The end result is the same though. The villian is defeated and the town/city/empire/plane of existance is saved.

There is no difference in terms of story although some people keep insisting that high magic is somehow inversely related to story. Like to have one precludes the other.

"My character is more important than my items", is a subjective statement. My characters are more important than their items as well. My character just happens to have a lot more items! :)
 

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