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<blockquote data-quote="Tony Vargas" data-source="post: 7742454" data-attributes="member: 996"><p>The thing we have differing views of - in this instance, D&D, since that's where the reactions you're talking about come in - is laden with baggage. <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> The same sorts of issues were brought up over casters 'forgetting' spells back in the early days, and alternate systems, where spells were cast with mana points or with failure/backlash chances were not at all unusual. Folks got used to the gamist compromise of n/day spellcasting, and it became engrained, in D&D it became definitively 'magical,' even though it defined magic nowhere in the broader fantasy genre (Dying Earth being technically sci-fi).</p><p></p><p>Martial Arts - Ki in 5e D&D - isn't at-will, either... oh, and it's explicitly magical. :shrug:</p><p></p><p>D&D's dissonances are many and overwhelming until you get used to 'em. <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>It's not really much of an issue in other RPGs, once you leave D&D's immediate orbit (D&D, d20, fantasy heartbreakers). In Hero System, for instance, you could take a power with 1 charge and a 'martial' (arts, probably) Special Effect and no one would think anything of it - and, of course, such limitations are entirely in the hands of the player building a power to fit his character. By the same token you could buy your magical-F/X power at 0 END and use it every phase all day, no issues, it'd still be magical. </p><p></p><p>Then, anything less dissonant (like casters suddenly getting at-wills & rituals) become dissonant. <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></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7742454, member: 996"] The thing we have differing views of - in this instance, D&D, since that's where the reactions you're talking about come in - is laden with baggage. ;) The same sorts of issues were brought up over casters 'forgetting' spells back in the early days, and alternate systems, where spells were cast with mana points or with failure/backlash chances were not at all unusual. Folks got used to the gamist compromise of n/day spellcasting, and it became engrained, in D&D it became definitively 'magical,' even though it defined magic nowhere in the broader fantasy genre (Dying Earth being technically sci-fi). Martial Arts - Ki in 5e D&D - isn't at-will, either... oh, and it's explicitly magical. :shrug: D&D's dissonances are many and overwhelming until you get used to 'em. ;) It's not really much of an issue in other RPGs, once you leave D&D's immediate orbit (D&D, d20, fantasy heartbreakers). In Hero System, for instance, you could take a power with 1 charge and a 'martial' (arts, probably) Special Effect and no one would think anything of it - and, of course, such limitations are entirely in the hands of the player building a power to fit his character. By the same token you could buy your magical-F/X power at 0 END and use it every phase all day, no issues, it'd still be magical. Then, anything less dissonant (like casters suddenly getting at-wills & rituals) become dissonant. ;) [/QUOTE]
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