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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="Imaro" data-source="post: 4773575" data-attributes="member: 48965"><p>Well the difference I see in the two approaches is this...</p><p> </p><p>In example one, the group has a baseline, it facilitates quick understanding and cohesion of the "Dark Side" aspect of the game for all players. It let's those who just want to play, play without having to create mechanics, define the meaning of and often times bicker about what is or isn't an evil act. It also provides the DM with a very stable point from which to make rulings or modify things to suit his specific campaign.</p><p> </p><p>In example two there is no baseline to begin with and thus time must be spent defining what is or isn't a dark side act (or else the same problems that so many complained about with the 3.5 Paladin's code and alignment will quickly arise). The DM has no examples to draw from and there is still the very real posibility that no matter how much beforehand discussion takes place...all the people in the group still aren't on the same page as far as what is or isn't a dark side act even after play has begun. There is also the distinct possibility that with numerous, even just slightly, divergent views on what the dark side is... eventually the dark side itself becomes meaningless as far as theme, narrative or anything else beyond it's effect of removing one's PC. </p><p> </p><p>I mean what happens if I don't ask for extra dice (call on the dark side) but I use the force to slaughter an audience hall full of innocent people... is it or is it not a dark side act since I didn't ask for extra dice?</p></blockquote><p></p>
[QUOTE="Imaro, post: 4773575, member: 48965"] Well the difference I see in the two approaches is this... In example one, the group has a baseline, it facilitates quick understanding and cohesion of the "Dark Side" aspect of the game for all players. It let's those who just want to play, play without having to create mechanics, define the meaning of and often times bicker about what is or isn't an evil act. It also provides the DM with a very stable point from which to make rulings or modify things to suit his specific campaign. In example two there is no baseline to begin with and thus time must be spent defining what is or isn't a dark side act (or else the same problems that so many complained about with the 3.5 Paladin's code and alignment will quickly arise). The DM has no examples to draw from and there is still the very real posibility that no matter how much beforehand discussion takes place...all the people in the group still aren't on the same page as far as what is or isn't a dark side act even after play has begun. There is also the distinct possibility that with numerous, even just slightly, divergent views on what the dark side is... eventually the dark side itself becomes meaningless as far as theme, narrative or anything else beyond it's effect of removing one's PC. I mean what happens if I don't ask for extra dice (call on the dark side) but I use the force to slaughter an audience hall full of innocent people... is it or is it not a dark side act since I didn't ask for extra dice? [/QUOTE]
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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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