Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Fighter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ahnehnois" data-source="post: 6068657" data-attributes="member: 17106"><p>It's an interesting example you've posited. My sense of things is that the further back you go through the editions, the more spells look like the second option. I don't think they were codified as they have been with the intent of granting wizard players additional control over the game, however. I think spell effects were rendered increasingly specific and objective and arbitrary in order to balance character abilities, speed up the game, and remove some of the DM's influence. I look at your "player fiat" as an unintended (if natural) consequence of this path of development.</p><p></p><p>Thing is, I think the magic system personified by the first option is bad game design. If anything, I think the second should be the goal.</p><p></p><p>I mean, if you really want to blind someone with magic, there should be any number of ways to do it, right? If you shoot a Melf's Acid Arrrow right in someone's eye, or a Sunburst that goes right by their face, that's going to diminish their visual acuity. But more and more, we've accepted that blinding can only happen when the spell text specifically says it can. Glitterdust blinds you, because it says it does. Lightning bolt doesn't. Lightning bolts don't bounce off of walls any more either. <em>This is a bad thing.</em> (In my opinion). We buy into this unnatural specificity because "it's magic". In many cases, really "it's magic" is a blanket excuse for bad game design.</p><p></p><p>The thing is, a fighter doesn't even have that excuse. If you tell me that I can only shoot flames twice a day before I run out of magic, or I can cast dominate person, but it only works on humanoids, or that I can blind someone with Glitterdust but not with another spell that creates bright light or could physically damage someone's eyes, I guess I'll buy into that because it's magic. If, however, you tell me I can only swing my sword a certain way twice a day before I run out of sword swings, or that I can only get an extra attack from Cleave only when a enemy is felled (which really has nothing to do with how quickly I attack), or most pointedly, that I can only blind someone if I've told the DM I'm using Blinding Strike (which I may even have to have selected in advance as a character option), that's not going to fly. Why, I ask as a player, is it impossible for someone to poke someone in the eye without the player specifically intending that effect? Why is it so easy to achieve when I select a certain ability? That's not how combat works at all; it's far more improvisational, and its outcomes are far more open-ended.</p><p></p><p>Frankly, I think our standards for quality in how nonmagical abilities are written are higher than for magical ones in a variety of ways. The nonmagical abilities have to be written more clearly and comprehensively, balanced better, and hew more closely to some sense of reality (even if it's the reality of a fantasy world). 3e's skill system, for example, is much better than its magic system, in every meaningful way. It's simpler in execution, but deeper and broader in scope. It's more open-ended, but more balanced and fair. It's more realistic, but also more dramatic.</p><p></p><p>That's why, as I've said earlier, I think on a broad conceptual level, it's much more natural to try and make the magical abilities more like everything else than to try to add quasi-magical abilities to the fighter. Or, to your point, it makes more sense to take away "player fiat" from a class that has an excess of it, rather than add fiat to a class that shouldn't have any more of it than it already does.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6068657, member: 17106"] It's an interesting example you've posited. My sense of things is that the further back you go through the editions, the more spells look like the second option. I don't think they were codified as they have been with the intent of granting wizard players additional control over the game, however. I think spell effects were rendered increasingly specific and objective and arbitrary in order to balance character abilities, speed up the game, and remove some of the DM's influence. I look at your "player fiat" as an unintended (if natural) consequence of this path of development. Thing is, I think the magic system personified by the first option is bad game design. If anything, I think the second should be the goal. I mean, if you really want to blind someone with magic, there should be any number of ways to do it, right? If you shoot a Melf's Acid Arrrow right in someone's eye, or a Sunburst that goes right by their face, that's going to diminish their visual acuity. But more and more, we've accepted that blinding can only happen when the spell text specifically says it can. Glitterdust blinds you, because it says it does. Lightning bolt doesn't. Lightning bolts don't bounce off of walls any more either. [I]This is a bad thing.[/I] (In my opinion). We buy into this unnatural specificity because "it's magic". In many cases, really "it's magic" is a blanket excuse for bad game design. The thing is, a fighter doesn't even have that excuse. If you tell me that I can only shoot flames twice a day before I run out of magic, or I can cast dominate person, but it only works on humanoids, or that I can blind someone with Glitterdust but not with another spell that creates bright light or could physically damage someone's eyes, I guess I'll buy into that because it's magic. If, however, you tell me I can only swing my sword a certain way twice a day before I run out of sword swings, or that I can only get an extra attack from Cleave only when a enemy is felled (which really has nothing to do with how quickly I attack), or most pointedly, that I can only blind someone if I've told the DM I'm using Blinding Strike (which I may even have to have selected in advance as a character option), that's not going to fly. Why, I ask as a player, is it impossible for someone to poke someone in the eye without the player specifically intending that effect? Why is it so easy to achieve when I select a certain ability? That's not how combat works at all; it's far more improvisational, and its outcomes are far more open-ended. Frankly, I think our standards for quality in how nonmagical abilities are written are higher than for magical ones in a variety of ways. The nonmagical abilities have to be written more clearly and comprehensively, balanced better, and hew more closely to some sense of reality (even if it's the reality of a fantasy world). 3e's skill system, for example, is much better than its magic system, in every meaningful way. It's simpler in execution, but deeper and broader in scope. It's more open-ended, but more balanced and fair. It's more realistic, but also more dramatic. That's why, as I've said earlier, I think on a broad conceptual level, it's much more natural to try and make the magical abilities more like everything else than to try to add quasi-magical abilities to the fighter. Or, to your point, it makes more sense to take away "player fiat" from a class that has an excess of it, rather than add fiat to a class that shouldn't have any more of it than it already does. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Fighter
Top