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Forked Thread: Magic assumptions in the campaign
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<blockquote data-quote="Loonook" data-source="post: 4768259" data-attributes="member: 1861"><p>I was actually having kind of an argument with a buddy about this topic a few days ago... and since this is one of my favorite setting beefs it does come up a lot in conversation.</p><p></p><p>In general, I don't understand the concept of the magic shop because, let us be honest... someone is going to find a way to bump it off at some point in the future (read: within 12 hours of some mid-level rogue realizing that an adept with identify has decided to enter into the spell-selling game). Between this and the constant stacking up of spells, along with the idea that every party needs a mage AND a cleric to survive... pah, just a lot of irritation.</p><p></p><p>I can understand apothecaries who sell mundane healing in a setting, primitive surgeons, and yes the occasional heal-by-mystic-assistance. Mostly the mindset of 'there needs to be a +4 dagger in every rogue's hand' comes from a development of mentality from we few, we proud, we first generation of CRPG players/players of early D&D. That mix, combined with the fearsome number-pounded might of damage reductions of Y/+X or greater/immunities in the different versions caused a lot of issues. Personally I don't see why a wizard or a cleric couldn't be the uberpowerful force of nature in a party... as long as they invest in every single minute detail of their craft, venture far and wee, and don't just get to open up a copy of the Magic Item Compendium or (insert other power-book here) and point to what they want.</p><p></p><p>A thing I like about 4e (and there aren't a lot) are the separations of artifacts vs. 'magic items'. Indeed, a mundanely crafted powerful item should be available in most mid-magic games. Hell, they should be available in most low-magic games if their powers make sense. Example: a mundane acidic dagger? Not so much. A quiver of arrows with small heads filled with said-same acid? Makes sense, as each would be dipped/filled separately, and each 'shot' would let loose that specific bit of acidic goodness.</p><p></p><p>Artifacts are where you get the cool items, and each should be unique. Even in pretty high-magic settings a characters items shouldn't be 'wow... another +4 keen fiery dagger'... they should look, read, and act like an epic piece of machinery.</p><p></p><p>I think the assumptions in general re: magic are so skewed by people that it causes a major rift. There were a lot of great stop-gaps in 2e (rarity levels for spells, for example) which made for the ability to give epic power to a PC or NPC which had never been seen before, bend the rules a bit, and grant unique and varied items. The problem of Monty Haul-ism has always existed, but the real issue doesn't come fully from players getting their sweet nothings from lenient DMs or 'power creep'.</p><p></p><p>The current climate (and I speak mostly of 3e because my experience in 4e is essentially just reading materials and watching a campaign unfold) of constant one-upmanship is mostly perceived due to our state of constant net awareness. Powerful builds existed, but they weren't seen as readily before the Internet. However, I wouldn't trade away all the stupid Pun-Pun Master of Universe script-kiddy type of headaches I get as a DM for the amount of soft, fluffy, excellent ideas I pick up on a daily basis around here. I would love to see some of the groups you guys play in, even if I had to sit through some of the travesties I have also seen here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>Love it or hate it, magic items are part of D&D. It's the way each gamer (player or DM) lets magic function which changes things.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p><p></p><p>PS: One question which has been bugging me of late: How does Polymorph work in your world? I mean, a scrawny 90 lb. weakling wizard shapeshifts into a red dragon without any aplomb or regard for the mass he has taken on? Is the weight metaphysical, or should fatties have more opportunities in the altering arena?</p></blockquote><p></p>
[QUOTE="Loonook, post: 4768259, member: 1861"] I was actually having kind of an argument with a buddy about this topic a few days ago... and since this is one of my favorite setting beefs it does come up a lot in conversation. In general, I don't understand the concept of the magic shop because, let us be honest... someone is going to find a way to bump it off at some point in the future (read: within 12 hours of some mid-level rogue realizing that an adept with identify has decided to enter into the spell-selling game). Between this and the constant stacking up of spells, along with the idea that every party needs a mage AND a cleric to survive... pah, just a lot of irritation. I can understand apothecaries who sell mundane healing in a setting, primitive surgeons, and yes the occasional heal-by-mystic-assistance. Mostly the mindset of 'there needs to be a +4 dagger in every rogue's hand' comes from a development of mentality from we few, we proud, we first generation of CRPG players/players of early D&D. That mix, combined with the fearsome number-pounded might of damage reductions of Y/+X or greater/immunities in the different versions caused a lot of issues. Personally I don't see why a wizard or a cleric couldn't be the uberpowerful force of nature in a party... as long as they invest in every single minute detail of their craft, venture far and wee, and don't just get to open up a copy of the Magic Item Compendium or (insert other power-book here) and point to what they want. A thing I like about 4e (and there aren't a lot) are the separations of artifacts vs. 'magic items'. Indeed, a mundanely crafted powerful item should be available in most mid-magic games. Hell, they should be available in most low-magic games if their powers make sense. Example: a mundane acidic dagger? Not so much. A quiver of arrows with small heads filled with said-same acid? Makes sense, as each would be dipped/filled separately, and each 'shot' would let loose that specific bit of acidic goodness. Artifacts are where you get the cool items, and each should be unique. Even in pretty high-magic settings a characters items shouldn't be 'wow... another +4 keen fiery dagger'... they should look, read, and act like an epic piece of machinery. I think the assumptions in general re: magic are so skewed by people that it causes a major rift. There were a lot of great stop-gaps in 2e (rarity levels for spells, for example) which made for the ability to give epic power to a PC or NPC which had never been seen before, bend the rules a bit, and grant unique and varied items. The problem of Monty Haul-ism has always existed, but the real issue doesn't come fully from players getting their sweet nothings from lenient DMs or 'power creep'. The current climate (and I speak mostly of 3e because my experience in 4e is essentially just reading materials and watching a campaign unfold) of constant one-upmanship is mostly perceived due to our state of constant net awareness. Powerful builds existed, but they weren't seen as readily before the Internet. However, I wouldn't trade away all the stupid Pun-Pun Master of Universe script-kiddy type of headaches I get as a DM for the amount of soft, fluffy, excellent ideas I pick up on a daily basis around here. I would love to see some of the groups you guys play in, even if I had to sit through some of the travesties I have also seen here ;). Love it or hate it, magic items are part of D&D. It's the way each gamer (player or DM) lets magic function which changes things. Slainte, -Loonook. PS: One question which has been bugging me of late: How does Polymorph work in your world? I mean, a scrawny 90 lb. weakling wizard shapeshifts into a red dragon without any aplomb or regard for the mass he has taken on? Is the weight metaphysical, or should fatties have more opportunities in the altering arena? [/QUOTE]
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