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Forked Thread: Magic assumptions in the campaign
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<blockquote data-quote="Ariosto" data-source="post: 4768434" data-attributes="member: 80487"><p>I think the default assumptions have changed notably.</p><p></p><p>That started with DMs not paying attention to what the assumptions <em>were</em> in the game as designed -- for instance, the in-game reason Clerics were limited to blunt weapons as a handicap whilst Thieves were permitted swords as an advantage (hint: check the old treasure tables).</p><p></p><p>The very first supplement added not only new spells but new <em>levels</em> of spells -- three more for MUs and two more for Clerics -- and more magic items (including weapons and armor with bigger bonuses).</p><p></p><p>With 3E, the rules were changed to make both enchanted items and spells more frequently encountered. In 4E, that's been taken up another notch (although it looks as if the "obligatory" items could easily be made into personal powers without much disturbing the balance).</p><p></p><p>The frequency of supernormal characters (including spell-casters) has always varied from campaign to campaign, but I think has generally risen.</p><p></p><p>All that aside, the baseline from the start was a departure from the corpus of fictional inspirations. The powers of Clerics and Magic Users were keyed not to duplication of literary worlds but to creation of a game deriving a good portion of its interest from relatively common employment of magic by player-characters and their opponents.</p><p></p><p>Taking for granted the inclusion at least of all elements present in early volumes, if not of everything from the latest expansion, has perhaps become more par for the course. The books have come generally to be taken as more prescriptive, and the conception of D&D as a genre unto itself has crystallized. "No spells beyond those of level (x)", or some other attempt to limit the scope, seems likely to grate against ingrained notions of "what D&D is".</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4768434, member: 80487"] I think the default assumptions have changed notably. That started with DMs not paying attention to what the assumptions [I]were[/I] in the game as designed -- for instance, the in-game reason Clerics were limited to blunt weapons as a handicap whilst Thieves were permitted swords as an advantage (hint: check the old treasure tables). The very first supplement added not only new spells but new [i]levels[/i] of spells -- three more for MUs and two more for Clerics -- and more magic items (including weapons and armor with bigger bonuses). With 3E, the rules were changed to make both enchanted items and spells more frequently encountered. In 4E, that's been taken up another notch (although it looks as if the "obligatory" items could easily be made into personal powers without much disturbing the balance). The frequency of supernormal characters (including spell-casters) has always varied from campaign to campaign, but I think has generally risen. All that aside, the baseline from the start was a departure from the corpus of fictional inspirations. The powers of Clerics and Magic Users were keyed not to duplication of literary worlds but to creation of a game deriving a good portion of its interest from relatively common employment of magic by player-characters and their opponents. Taking for granted the inclusion at least of all elements present in early volumes, if not of everything from the latest expansion, has perhaps become more par for the course. The books have come generally to be taken as more prescriptive, and the conception of D&D as a genre unto itself has crystallized. "No spells beyond those of level (x)", or some other attempt to limit the scope, seems likely to grate against ingrained notions of "what D&D is". [/QUOTE]
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