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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="Scribble" data-source="post: 4771098" data-attributes="member: 23977"><p>Again if that's what someone needs, that's on them. It doesn't bother me in the least as to what the game designer's explaination for it was. I don't even care if he has one. If I like the element in question, then I'm going to have an explaination for it. (I guess it's just how my brain works.)</p><p></p><p>If the game designer puts his explaination, in a way I feel like it's locking me into a certain play stye. I much prefer coming up with my own reasons for things.</p><p></p><p></p><p></p><p>Shrug, there are countless explainations I can come up with but as to narrative control, I somewhat agree- but I don't fault the rules for it.</p><p></p><p>I don't see it as being harmfull to the system if players could swap out their various powers every morning, or even if they swap out their encounters between fights and what not.</p><p></p><p>it's just a lot more work at that point to create a character, so it doesn't need to be the defualt.</p><p></p><p>I think it just works better if you go with the predefined slots, and then add on with the rules from page 42.</p><p></p><p>In the future though I'm thinking about running a campaign where there are no predefined powers, just page 42. I'l probably keep the slots, but just for purposes of power level of the attack in question.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4771098, member: 23977"] Again if that's what someone needs, that's on them. It doesn't bother me in the least as to what the game designer's explaination for it was. I don't even care if he has one. If I like the element in question, then I'm going to have an explaination for it. (I guess it's just how my brain works.) If the game designer puts his explaination, in a way I feel like it's locking me into a certain play stye. I much prefer coming up with my own reasons for things. Shrug, there are countless explainations I can come up with but as to narrative control, I somewhat agree- but I don't fault the rules for it. I don't see it as being harmfull to the system if players could swap out their various powers every morning, or even if they swap out their encounters between fights and what not. it's just a lot more work at that point to create a character, so it doesn't need to be the defualt. I think it just works better if you go with the predefined slots, and then add on with the rules from page 42. In the future though I'm thinking about running a campaign where there are no predefined powers, just page 42. I'l probably keep the slots, but just for purposes of power level of the attack in question. [/QUOTE]
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