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[FR] Campaign Setting interpretation diatribe
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<blockquote data-quote="Henry" data-source="post: 755104" data-attributes="member: 158"><p><strong>Re: re</strong></p><p></p><p></p><p></p><p>I'm just going to have to agree to disagree, becuase what you have described to me are the definitions of counters, one force or move that opposes another. It does not matter that they CAN oppose these things, but rather that they DO, perfectly. Break enchantment, dispel magic, true resurrection, etc. leaves things as if the initial condition never happened - minus material components. I dubt that the original poster meant it in a "Newton's third law" sense - on the contrary, the point was that the Realms is different from a real world setting in this sense. After all, in real life there is no counter for death; there's a counter for clinical death, but even that only has a small chance of working. But in the Realms, and a core-book D&D game, death isn't an end - it's a penalty box.</p><p></p><p></p><p></p><p></p><p>I agree that it's static mostly, but there are plenty of variations and fluxes in the weave that it's not considered completely reliable. It's as reliable as a battery found in a drawer - most of the time, it will work, but it possibly doesn't, or it could crack and leak chemicals and damage something. As I noted, even Mythals are living breathing things, and will change characteristics over time.</p></blockquote><p></p>
[QUOTE="Henry, post: 755104, member: 158"] [b]Re: re[/b] I'm just going to have to agree to disagree, becuase what you have described to me are the definitions of counters, one force or move that opposes another. It does not matter that they CAN oppose these things, but rather that they DO, perfectly. Break enchantment, dispel magic, true resurrection, etc. leaves things as if the initial condition never happened - minus material components. I dubt that the original poster meant it in a "Newton's third law" sense - on the contrary, the point was that the Realms is different from a real world setting in this sense. After all, in real life there is no counter for death; there's a counter for clinical death, but even that only has a small chance of working. But in the Realms, and a core-book D&D game, death isn't an end - it's a penalty box. I agree that it's static mostly, but there are plenty of variations and fluxes in the weave that it's not considered completely reliable. It's as reliable as a battery found in a drawer - most of the time, it will work, but it possibly doesn't, or it could crack and leak chemicals and damage something. As I noted, even Mythals are living breathing things, and will change characteristics over time. [/QUOTE]
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