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<blockquote data-quote="Darrin Drader" data-source="post: 4806742" data-attributes="member: 7394"><p>Yes, but these powers are accessible to everyone, depending on their class and magical gear, so despite the trappings, they're still humans harnessing the natural forces that exist within that world. OK, so you can throw fireballs. It's magic that allows you to do that. It's also magic that can protect you from them. It's also magic that allows you to travel the planes. Sure, you can play a sorcerer, where magic is something you're born with, but that gives you no advantage over the guy who was born a normal human and studied magic until he became good at it.</p><p></p><p>Superheroes assumes a mundane world that exists alongside the heroic world where the only way to have powers is to be born to them (or get bit by a special radioactive gecko, or get accidentally bombarded by Doofus rays, or what have you). In other words, a normal person generally won't stand a chance of becoming one unless the GM is engaging in some necessary deux ex machina, or stand a chance against them. To me, this demeans the relevancy of ordinary humans. In D&D the assumption might be that PCs are a cut above the average person, but that usually means that they're in the top percentages of strength, Dexterity, Intelligence, etc. but it does not mean that they have something that is clearly far and away superior to any other person.</p><p></p><p>The one thing that irks me about D&D is that high level PCs can jump off a mountain, not employ any magic whatsoever, dust themselves off, and get back to the fight. Of course that's just an issue of applying hit points in ways that aren't consistent with the notion that they represent the character's ability to take a hit. A hardass DM would say, <em>Hey, you just fell off a mountain. You're dead. No save. Roll up a new character.</em></p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4806742, member: 7394"] Yes, but these powers are accessible to everyone, depending on their class and magical gear, so despite the trappings, they're still humans harnessing the natural forces that exist within that world. OK, so you can throw fireballs. It's magic that allows you to do that. It's also magic that can protect you from them. It's also magic that allows you to travel the planes. Sure, you can play a sorcerer, where magic is something you're born with, but that gives you no advantage over the guy who was born a normal human and studied magic until he became good at it. Superheroes assumes a mundane world that exists alongside the heroic world where the only way to have powers is to be born to them (or get bit by a special radioactive gecko, or get accidentally bombarded by Doofus rays, or what have you). In other words, a normal person generally won't stand a chance of becoming one unless the GM is engaging in some necessary deux ex machina, or stand a chance against them. To me, this demeans the relevancy of ordinary humans. In D&D the assumption might be that PCs are a cut above the average person, but that usually means that they're in the top percentages of strength, Dexterity, Intelligence, etc. but it does not mean that they have something that is clearly far and away superior to any other person. The one thing that irks me about D&D is that high level PCs can jump off a mountain, not employ any magic whatsoever, dust themselves off, and get back to the fight. Of course that's just an issue of applying hit points in ways that aren't consistent with the notion that they represent the character's ability to take a hit. A hardass DM would say, [I]Hey, you just fell off a mountain. You're dead. No save. Roll up a new character.[/I] [/QUOTE]
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