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General Tabletop Discussion
*Dungeons & Dragons
D&D Magic: Does it Feel Magical to You?
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<blockquote data-quote="DEFCON 1" data-source="post: 6835018" data-attributes="member: 7006"><p>I think this is spot-on.</p><p></p><p>Magic was "magical" because it was huge effects that were completely overtuned to what the "normals" were doing because there was so many chances for things to go wrong. But that only happened after months and months (if not years) of adventuring doing jack-all because they had barely any magic to speak of. So yeah, those eventual big-ticket spells <em>seemed</em> more "magical" nine months down the road... because the spellcaster hadn't done crap before then except throw a Magic Missile once or twice in the afternoon or maybe Identify that dagger the group found.</p><p></p><p>Doing barely any noticeable magic for so long before finally reaching a level when you could actually throw spells relatively consistently throughout the adventuring day certainly gave the entire group the feeling of "Wow!" But I can only speak for myself when I say that all those adventuring months you as a player had to go through to get to that point could really, really suck and be boring as hell. And is exactly why there were so many Fighter/Wizard and Thief/Wizard multiclass characters back then... because every player knew they needed that second class in order to actually DO STUFF during a normal adventuring day (cause god knows they weren't when they were only leveling as a Wizard.)</p><p></p><p>So I for one think the exchange of "more frequent" instead of "large" makes playing a Wizard much more viable and interesting and I'd never want to go back to the old days of playing a wizard. And if I had to... I'd be a multiclass every single time.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6835018, member: 7006"] I think this is spot-on. Magic was "magical" because it was huge effects that were completely overtuned to what the "normals" were doing because there was so many chances for things to go wrong. But that only happened after months and months (if not years) of adventuring doing jack-all because they had barely any magic to speak of. So yeah, those eventual big-ticket spells [i]seemed[/i] more "magical" nine months down the road... because the spellcaster hadn't done crap before then except throw a Magic Missile once or twice in the afternoon or maybe Identify that dagger the group found. Doing barely any noticeable magic for so long before finally reaching a level when you could actually throw spells relatively consistently throughout the adventuring day certainly gave the entire group the feeling of "Wow!" But I can only speak for myself when I say that all those adventuring months you as a player had to go through to get to that point could really, really suck and be boring as hell. And is exactly why there were so many Fighter/Wizard and Thief/Wizard multiclass characters back then... because every player knew they needed that second class in order to actually DO STUFF during a normal adventuring day (cause god knows they weren't when they were only leveling as a Wizard.) So I for one think the exchange of "more frequent" instead of "large" makes playing a Wizard much more viable and interesting and I'd never want to go back to the old days of playing a wizard. And if I had to... I'd be a multiclass every single time. [/QUOTE]
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D&D Magic: Does it Feel Magical to You?
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