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<blockquote data-quote="Balesir" data-source="post: 5985670" data-attributes="member: 27160"><p>And different powers use different keywords, which makes them mechanically, as well as fictionallly/fluff-wise, different. That's the point of the analogy.</p><p></p><p>I'll be sure to let the respective sports associations know.</p><p></p><p>All spells, exploits and powers in every D&D edition ever are classified as "things imaginary characters can notionally do in roleplaying games" - so what?</p><p></p><p>On that basis, why not remove damage, too, since that is also "irrelevant without extra rules" (i.e. the hit point, damage and healing rules)? Of the "to hit" bases - they rely on the rules for making attacks to work, too.</p><p></p><p>The simple fact is that you removed any elements present that might compromise the point you wanted to make - regardless of their importance to the mechanical operation of the rules element represented. That's not an honest argumentative technique.</p><p></p><p>Of course an element of a roleplaying game doesn't "stand and work and function alone"! Alone, it's just contextless information about something that's not really happening in a place that doesn't really exist - how can that possibly "function alone"? Every character ability in every roleplaying game ever needs the context of the general game system in order to have any complete meaning at all.</p><p></p><p>Which demonstrates how important the colour description, as well as the mechanical effects (which are different - acid damage is different from weapon damage) are important for the full impact a power has in the game.</p><p></p><p>Why should magic be "special" in a magical world? What is "mundane" about a superhero (=8th level fighter, in OD&D taxonomy)?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5985670, member: 27160"] And different powers use different keywords, which makes them mechanically, as well as fictionallly/fluff-wise, different. That's the point of the analogy. I'll be sure to let the respective sports associations know. All spells, exploits and powers in every D&D edition ever are classified as "things imaginary characters can notionally do in roleplaying games" - so what? On that basis, why not remove damage, too, since that is also "irrelevant without extra rules" (i.e. the hit point, damage and healing rules)? Of the "to hit" bases - they rely on the rules for making attacks to work, too. The simple fact is that you removed any elements present that might compromise the point you wanted to make - regardless of their importance to the mechanical operation of the rules element represented. That's not an honest argumentative technique. Of course an element of a roleplaying game doesn't "stand and work and function alone"! Alone, it's just contextless information about something that's not really happening in a place that doesn't really exist - how can that possibly "function alone"? Every character ability in every roleplaying game ever needs the context of the general game system in order to have any complete meaning at all. Which demonstrates how important the colour description, as well as the mechanical effects (which are different - acid damage is different from weapon damage) are important for the full impact a power has in the game. Why should magic be "special" in a magical world? What is "mundane" about a superhero (=8th level fighter, in OD&D taxonomy)? [/QUOTE]
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