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How do we WANT magic to work (Forked Thread: ... medieval war...)
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4834691" data-attributes="member: 19675"><p>I say this a lot..."It depends."</p><p></p><p>Personally, I don't think they're incompatible.</p><p></p><p>I like 3.X's dichotomy between the academician Wizard who studies the rules of magic and carefully learns or even constructs the spells he uses in contrast to "the Natural" Sorcerer who just does what he does because he can.</p><p></p><p>I don't think that the use of Cha instead of Int means the Sorc (as a class) doesn't know what he's doing, just that he doesn't need to know in order to function. A high-Int Sorc would be VERY aware of the nature of his powers. OTOH, a Sorc who is an absolute idiot might not even question why he can do things others can't.</p><p></p><p>Think of it this way: the Wizard is like the difference between a musician who trains for years and years at his chosen instrument; the Sorc looks at the instrument, says "Wow, cool!" and starts to play identifiable music in just a few minutes. (And yes, both kinds really do exist.)</p><p></p><p>My main complaint about the Sorcerer is that IM(not so)HO, it should have been more like the Spellfire Channeler PrCl- someone who is a conduit for raw magic as opposed to a caster of spells, possibly with rules for using Spellcraft for shaping raw magic into spells on the fly (and with some kind of Vitality point system as well).</p><p></p><p>When I made that comment about Turtledove's world, I meant that because it was scientific magic, it would be easy for gamers (on either side of the screen) to formulate ways of incorporating his ideas into almost any RPG.</p><p></p><p>A piece of fiction without visible and consistent rules of magic is MUCH harder to model in a game.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4834691, member: 19675"] I say this a lot..."It depends." Personally, I don't think they're incompatible. I like 3.X's dichotomy between the academician Wizard who studies the rules of magic and carefully learns or even constructs the spells he uses in contrast to "the Natural" Sorcerer who just does what he does because he can. I don't think that the use of Cha instead of Int means the Sorc (as a class) doesn't know what he's doing, just that he doesn't need to know in order to function. A high-Int Sorc would be VERY aware of the nature of his powers. OTOH, a Sorc who is an absolute idiot might not even question why he can do things others can't. Think of it this way: the Wizard is like the difference between a musician who trains for years and years at his chosen instrument; the Sorc looks at the instrument, says "Wow, cool!" and starts to play identifiable music in just a few minutes. (And yes, both kinds really do exist.) My main complaint about the Sorcerer is that IM(not so)HO, it should have been more like the Spellfire Channeler PrCl- someone who is a conduit for raw magic as opposed to a caster of spells, possibly with rules for using Spellcraft for shaping raw magic into spells on the fly (and with some kind of Vitality point system as well). When I made that comment about Turtledove's world, I meant that because it was scientific magic, it would be easy for gamers (on either side of the screen) to formulate ways of incorporating his ideas into almost any RPG. A piece of fiction without visible and consistent rules of magic is MUCH harder to model in a game. [/QUOTE]
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