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Free 60+ page Guide to Sword & Sorcery for 5E D&D
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<blockquote data-quote="CapnZapp" data-source="post: 8211090" data-attributes="member: 12731"><p>The only real way to support powerful, mysterious and dangerous sorcery is to provide <strong>no alternative</strong>.</p><p></p><p>That is, the core aspect of S&S sorcery that the standard D&D framework is preventing you from achieving is this:</p><p></p><p>Sorcery is what's left for you when you're desperate enough. The superiority of physical might is a cornerstone of the genre. So, if you weren't were born physically strong and powerful in a S&S setting, at least if you're male, you face a stark choice: limit your ambitions or turn to sorcery. <span style="font-size: 12px">(Obviously I'm simplifying for the sake of argument here)</span></p><p></p><p><em>If you could learn traditional D&D spells you would obviously do that.</em></p><p></p><p>So it is important that you can't, both to explain sorcery, and to let it meaningfully exist within the setting.</p><p></p><p></p><p></p><p>There's a reason people avoid spells with random effects. Even if the average result is stronger than a completely predictable spell, it is still no good for a party looking for the best tools to kill their enemies and complete adventures without dying. Getting a better effect 60% or even 90% of the time is no good, not when you can choose alternatives that work (nearly) as well.</p><p></p><p>If I were given the choice of a WWII backpack-style flamethrower that is awesome in power but will eventually get you killed, or a set of regular hand grenades with clearly less impact but still enough to get most jobs done with a considerably lessened risk to yourself, I know what I would choose.</p><p></p><p>It is when you get to choose between a sword and a flamethrower <strong>only</strong> that things get interesting.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8211090, member: 12731"] The only real way to support powerful, mysterious and dangerous sorcery is to provide [B]no alternative[/B]. That is, the core aspect of S&S sorcery that the standard D&D framework is preventing you from achieving is this: Sorcery is what's left for you when you're desperate enough. The superiority of physical might is a cornerstone of the genre. So, if you weren't were born physically strong and powerful in a S&S setting, at least if you're male, you face a stark choice: limit your ambitions or turn to sorcery. [SIZE=3](Obviously I'm simplifying for the sake of argument here)[/SIZE] [I]If you could learn traditional D&D spells you would obviously do that.[/I] So it is important that you can't, both to explain sorcery, and to let it meaningfully exist within the setting. There's a reason people avoid spells with random effects. Even if the average result is stronger than a completely predictable spell, it is still no good for a party looking for the best tools to kill their enemies and complete adventures without dying. Getting a better effect 60% or even 90% of the time is no good, not when you can choose alternatives that work (nearly) as well. If I were given the choice of a WWII backpack-style flamethrower that is awesome in power but will eventually get you killed, or a set of regular hand grenades with clearly less impact but still enough to get most jobs done with a considerably lessened risk to yourself, I know what I would choose. It is when you get to choose between a sword and a flamethrower [B]only[/B] that things get interesting. [/QUOTE]
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