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Heroes, Heroism, and RPGs
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<blockquote data-quote="reapersaurus" data-source="post: 1319703" data-attributes="member: 1194"><p>I don't think D&D lends itself very well to heroism.</p><p></p><p>My main mechanics-based observations:</p><p></p><p><strong>Skills</strong>: Not enough skill points for adventurers to set them apart from joe schmoe.</p><p>The only thing that is in the adventurer's favor is that they will have at least twice as many levels as a commoner. This is the only realistic way for them to be of equatable skill, due to the low # of skill points and class skills in most classes.</p><p>A hero shouldn't be upstaged by a low-level commoner who happens to do that for a living in Podunktown.</p><p>It just doesn't lend itself towards being a well-rounded hero (or a knowledgable hero) at all.</p><p></p><p><strong>Feats</strong>: there are simply not enough feats, nor enough interesting feats, to make a heroic character. If they are to be legendary in their maneuvers they can pull off, they have to sink a lot of feats into one feat chain (usually). So even IF they are good at something (ooh! +1 to hit!, etc) than they are one-trick ponies, since they had to dedicate so many feats just to be good at it. (i.e. a 6th level character only gets 3 feats - really impressive <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> )</p><p></p><p>Let me put it this way - almost EVERY heroic character that comes to mind can do way more impressive things than are even in D&D (think Legolas in LotR).</p><p></p><p><strong>Spells</strong>: Even though 3.5 has helped, there are simply too many world-changing things that are dependant on magic.</p><p>The overwhelming dominance of magic spells and magic items in D&D ruins the heroic feeling for me.</p><p>Without magic, what can a character possibly do?</p><p>He'll horribly outclassed, and bone, muscle, sinew, and heart just can not compare to the effect of magic.</p><p>Combine the overwhelming power of magic with the effortless, graceless, machine-like precision of almost-all magic in D&D (that doesn't cost anything, nor have any randomness or drawbacks) and you have a very unheroic system.</p><p></p><p>Even a legendary fighter (say over 12th level) will have no chance against a stock wizard of his level. Magic overwhelms the comparison. </p><p>The only way to fight magic is to add more magic.</p><p></p><p>Throw in the few spells that utterly rob D&D of its heroicness, and I find it very hard to think of D&D as heroic at all.</p><p>Spells like Teleport (what would LotR be with Teleport), Scry (unless unbelievable and unattainable precautions are taken, it destroys almost all storylines or conflicts), Fly (takes away heroic gaming and substitutes super-hero gaming, but only for the few who owe their flight solely to magic, not their heroism), Improved Invisibility (why wouldn't every spellcaster use this most unheroic of spells?) just to mention a few are REAL problems in trying to have a heroic game (at least what comes to MY mind when I think 'heroic gaming').</p></blockquote><p></p>
[QUOTE="reapersaurus, post: 1319703, member: 1194"] I don't think D&D lends itself very well to heroism. My main mechanics-based observations: [b]Skills[/b]: Not enough skill points for adventurers to set them apart from joe schmoe. The only thing that is in the adventurer's favor is that they will have at least twice as many levels as a commoner. This is the only realistic way for them to be of equatable skill, due to the low # of skill points and class skills in most classes. A hero shouldn't be upstaged by a low-level commoner who happens to do that for a living in Podunktown. It just doesn't lend itself towards being a well-rounded hero (or a knowledgable hero) at all. [b]Feats[/b]: there are simply not enough feats, nor enough interesting feats, to make a heroic character. If they are to be legendary in their maneuvers they can pull off, they have to sink a lot of feats into one feat chain (usually). So even IF they are good at something (ooh! +1 to hit!, etc) than they are one-trick ponies, since they had to dedicate so many feats just to be good at it. (i.e. a 6th level character only gets 3 feats - really impressive :rolleyes: ) Let me put it this way - almost EVERY heroic character that comes to mind can do way more impressive things than are even in D&D (think Legolas in LotR). [b]Spells[/b]: Even though 3.5 has helped, there are simply too many world-changing things that are dependant on magic. The overwhelming dominance of magic spells and magic items in D&D ruins the heroic feeling for me. Without magic, what can a character possibly do? He'll horribly outclassed, and bone, muscle, sinew, and heart just can not compare to the effect of magic. Combine the overwhelming power of magic with the effortless, graceless, machine-like precision of almost-all magic in D&D (that doesn't cost anything, nor have any randomness or drawbacks) and you have a very unheroic system. Even a legendary fighter (say over 12th level) will have no chance against a stock wizard of his level. Magic overwhelms the comparison. The only way to fight magic is to add more magic. Throw in the few spells that utterly rob D&D of its heroicness, and I find it very hard to think of D&D as heroic at all. Spells like Teleport (what would LotR be with Teleport), Scry (unless unbelievable and unattainable precautions are taken, it destroys almost all storylines or conflicts), Fly (takes away heroic gaming and substitutes super-hero gaming, but only for the few who owe their flight solely to magic, not their heroism), Improved Invisibility (why wouldn't every spellcaster use this most unheroic of spells?) just to mention a few are REAL problems in trying to have a heroic game (at least what comes to MY mind when I think 'heroic gaming'). [/QUOTE]
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