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D&D is best when the magic is high, fast and furious!
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<blockquote data-quote="Bendris Noulg" data-source="post: 920499" data-attributes="member: 6398"><p>Not a bit, and mostly because your <em>assumptions</em> are based on 2E experiences. Fact is, there is plenty in 3E alone that turns me and others off. The constant use of magic vs magic tactics looks more like an arms race than a part of the fantasy genre. The monstrous builds found on the Min/Max Board at WotC are entirely dependant on magic. The fact that powerful magic items become trivial with the next level up is gained and the newest power up items are available is antithesis to the concept of magical items within a fantasy world.</p><p></p><p>I came to the D&D game because it, as a frame-work, permitted the creation of a multitude of worlds. Now that only one type is presented as balanced (despite all the drawbacks I list above and the multitude of others have posted earlier) and all others require some degree of justification by those that play in them is 3E's greatest hindrance: Rather than including the multitude, it validates only the one, and those who play by that one are the true elitists, since they can lean on the "rules" to support their views.</p><p></p><p>Low Magic games are not hindered at higher levels, and level and magic is not intertwined in the manner you describe <em>except</em> by CR, which is <em>easily</em> changed and adjusted to fit the level/magic level of the individual campaign. After all, many DMs ran games (magic light to magic heavy) perfectly well without it for many years. Now suddenly, with CR holding the hands of those DMs that couldn't hack it previously, anyone that doesn't adhere to its dictates are looked down upon.</p><p></p><p>So who seems the more programmed: The ones that break the mold, or the ones that proclaim that mold as "the way"?</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 920499, member: 6398"] Not a bit, and mostly because your [i]assumptions[/i] are based on 2E experiences. Fact is, there is plenty in 3E alone that turns me and others off. The constant use of magic vs magic tactics looks more like an arms race than a part of the fantasy genre. The monstrous builds found on the Min/Max Board at WotC are entirely dependant on magic. The fact that powerful magic items become trivial with the next level up is gained and the newest power up items are available is antithesis to the concept of magical items within a fantasy world. I came to the D&D game because it, as a frame-work, permitted the creation of a multitude of worlds. Now that only one type is presented as balanced (despite all the drawbacks I list above and the multitude of others have posted earlier) and all others require some degree of justification by those that play in them is 3E's greatest hindrance: Rather than including the multitude, it validates only the one, and those who play by that one are the true elitists, since they can lean on the "rules" to support their views. Low Magic games are not hindered at higher levels, and level and magic is not intertwined in the manner you describe [i]except[/i] by CR, which is [i]easily[/i] changed and adjusted to fit the level/magic level of the individual campaign. After all, many DMs ran games (magic light to magic heavy) perfectly well without it for many years. Now suddenly, with CR holding the hands of those DMs that couldn't hack it previously, anyone that doesn't adhere to its dictates are looked down upon. So who seems the more programmed: The ones that break the mold, or the ones that proclaim that mold as "the way"? [/QUOTE]
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