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<blockquote data-quote="Aus_Snow" data-source="post: 4806759" data-attributes="member: 29112"><p>'Class' = package of superpowers (i.e., powers that are not accessible to 'normal people' at all); 'magical gear' = devices / gadgets / thingies that grant or enhance mundane abilities and/or superpowers. Many 'supers' happen to have been normal humans anyway, if not for very similar 'boosts', as it so happens. fwiw.</p><p></p><p>So, in other words, just as is the case with superpowers, those can come from birth onwards, or from another source, with specialised - and very much <em>out of the ordinary</em> - training being just one of these. Replace the word 'magic' with 'superpowers' (in fact, they're exactly the same thing anyway) and it's all clear as can be.</p><p></p><p>That depends entirely on ruleset, campaign style, comic [or comic-like] influences (if any), setting, characters made, etc.</p><p></p><p>Um, except that they do. How many D&D settings are truly chock full of Wizards, Clerics, Druids, etc. - <em>as the norm</em>, I mean. . .? What's up with how that conflicts with nearly every single D&D (or related) setting I've come across, and even rulesets themselves (e.g., minions, Action Points, Conviction, normal humans / normal men, NPC classes or roles, totally unstatted 'normal' NPCs all over the place, descriptions of typical demographics. . .?</p><p></p><p>For instance, in 3e-based settings, every single NPC with average stats <em>could be</em> a Sorcerer, let's say. And every second one could fling Magic Missiles around (f'rex). How would it be if (for example) every second human in a given setting did just that (i.e., lobbed three Magic Missiles a day around). . .?</p><p></p><p>D&D characters are, regardless of edition, *extremely* different from normal folk. The books themselves, even without setting material brought in, make this abundantly clear, over and over. Edition after edition.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 4806759, member: 29112"] 'Class' = package of superpowers (i.e., powers that are not accessible to 'normal people' at all); 'magical gear' = devices / gadgets / thingies that grant or enhance mundane abilities and/or superpowers. Many 'supers' happen to have been normal humans anyway, if not for very similar 'boosts', as it so happens. fwiw. So, in other words, just as is the case with superpowers, those can come from birth onwards, or from another source, with specialised - and very much [I]out of the ordinary[/I] - training being just one of these. Replace the word 'magic' with 'superpowers' (in fact, they're exactly the same thing anyway) and it's all clear as can be. That depends entirely on ruleset, campaign style, comic [or comic-like] influences (if any), setting, characters made, etc. Um, except that they do. How many D&D settings are truly chock full of Wizards, Clerics, Druids, etc. - [I]as the norm[/I], I mean. . .? What's up with how that conflicts with nearly every single D&D (or related) setting I've come across, and even rulesets themselves (e.g., minions, Action Points, Conviction, normal humans / normal men, NPC classes or roles, totally unstatted 'normal' NPCs all over the place, descriptions of typical demographics. . .? For instance, in 3e-based settings, every single NPC with average stats [I]could be[/I] a Sorcerer, let's say. And every second one could fling Magic Missiles around (f'rex). How would it be if (for example) every second human in a given setting did just that (i.e., lobbed three Magic Missiles a day around). . .? D&D characters are, regardless of edition, *extremely* different from normal folk. The books themselves, even without setting material brought in, make this abundantly clear, over and over. Edition after edition. [/QUOTE]
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