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D&D is best when the magic is high, fast and furious!
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<blockquote data-quote="Celtavian" data-source="post: 924997" data-attributes="member: 5834"><p><strong>Re</strong></p><p></p><p>The more I think about this topic, the more I begin to understand that the reason the D&D magic system is so lacking is because it utterly without explanation. We have no idea why wizards or clerics can cast spells or why magic items work, they simply do. </p><p></p><p>I always like to use my favorite author's world as an example. In Middle Earth, magic in the elder ages is ubiquitous, yet still interesting. Magic swords, armor and spells in <em>The Simarillion</em> are commonplace. Magic was at an all time high, and to the elder elves, magic was so common that they didn't, and still don't, even consider it magic.</p><p></p><p>What makes this all palatable is that it is well-explained. I don't even think most players would mind ubiquitous magic as long as it was well-explained and reasonably blended into the campaign world. That is why core D&D is lacking.</p><p></p><p>I hear Tolkien cited by the low-magic people all the time, yet Tolkien's world is rife with magic. Moreso than many other worlds, though the magic isn't as spectacular or over-the-top as standar D&D. It is still very powerful and present in Tolkien's world. To the elves, magic is so commonplace so as not even to be considered magic. </p><p></p><p>I believe that ubiquitous isn't the problem either, it is the total lack of explanation for the existence of powerful magic. There are no checks and balances to limits it use and magic items are found in the lairs of monster with no real reason why they are there. We are left to assume that the monster who inhabits the lair killed some adventurer who previously possess the item.</p><p></p><p>I thank Dragonblade for starting this discussion and the others who have contributed. I have really begin to think about what was lacking with D&D's magic system. The magic system was really beginning to bog down my stories and make them utterly unbelievable. I found that it was not low or high magic or even ubiquitous magic that was the cause, but the utter lack explanation or reason why the magic worked or was present in the first place. </p><p></p><p>Now, while I create my adventures, I really think about why a magic item is present, how it got there, who made it and why. What magic in my campaign world is commonplace and easy to acquire due to demand, and what magic is rare. I have decided that I will no longer allow my players to simply spend money and create a magic item without a process requiring proper materials and spells for creating it. I am going to make sure Ressurection is a damn impressive occurrence in my campaign.</p><p></p><p>All this will take a little work, but I think it will improve my campaigns greatly. I know the change will definitely improve my stories.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 924997, member: 5834"] [b]Re[/b] The more I think about this topic, the more I begin to understand that the reason the D&D magic system is so lacking is because it utterly without explanation. We have no idea why wizards or clerics can cast spells or why magic items work, they simply do. I always like to use my favorite author's world as an example. In Middle Earth, magic in the elder ages is ubiquitous, yet still interesting. Magic swords, armor and spells in [i]The Simarillion[/i] are commonplace. Magic was at an all time high, and to the elder elves, magic was so common that they didn't, and still don't, even consider it magic. What makes this all palatable is that it is well-explained. I don't even think most players would mind ubiquitous magic as long as it was well-explained and reasonably blended into the campaign world. That is why core D&D is lacking. I hear Tolkien cited by the low-magic people all the time, yet Tolkien's world is rife with magic. Moreso than many other worlds, though the magic isn't as spectacular or over-the-top as standar D&D. It is still very powerful and present in Tolkien's world. To the elves, magic is so commonplace so as not even to be considered magic. I believe that ubiquitous isn't the problem either, it is the total lack of explanation for the existence of powerful magic. There are no checks and balances to limits it use and magic items are found in the lairs of monster with no real reason why they are there. We are left to assume that the monster who inhabits the lair killed some adventurer who previously possess the item. I thank Dragonblade for starting this discussion and the others who have contributed. I have really begin to think about what was lacking with D&D's magic system. The magic system was really beginning to bog down my stories and make them utterly unbelievable. I found that it was not low or high magic or even ubiquitous magic that was the cause, but the utter lack explanation or reason why the magic worked or was present in the first place. Now, while I create my adventures, I really think about why a magic item is present, how it got there, who made it and why. What magic in my campaign world is commonplace and easy to acquire due to demand, and what magic is rare. I have decided that I will no longer allow my players to simply spend money and create a magic item without a process requiring proper materials and spells for creating it. I am going to make sure Ressurection is a damn impressive occurrence in my campaign. All this will take a little work, but I think it will improve my campaigns greatly. I know the change will definitely improve my stories. [/QUOTE]
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