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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="ferratus" data-source="post: 4774113" data-attributes="member: 55966"><p>Well that's not too far off from what I was saying, and I don't see how 4e breaks away from it based on what you are saying here.</p><p> </p><p></p><p></p><p></p><p>It is hilarious how you are complaining that fledgling adventurers are no different from anyone else in the world, and here you are complaining that they are "virtual x-men superheroes".</p><p></p><p>As for the zero-to-hero aspect of D&D in prior editions, I guess you didn't notice 0-level characters or NPC classes such as the warrior, commoner, expert and adept. PC's have always been a cut above the rabble regardless of edition. However, like other editions, PC's still start out fighting kobolds and goblins, weak enough that the town guards will probably beat them, and the mages still start out with only a few weak spells. The only difference is that non-spellcasters have a few signature combat techniques themselves. </p><p> </p><p></p><p></p><p>I hated the semi-medieval flavour because it absolutely ignored how arcane and cleric magic would impact the world. Besides, just because you have a mythic world, doesn't mean you can't have fantastic or exceptional heroes. Just crack open a book on pretty much any culture's mythology.</p><p> </p><p> </p><p></p><p>Well, given that I upped the damage of fireballs to 5d6 in my own home game, I can't fault that criticism.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4774113, member: 55966"] Well that's not too far off from what I was saying, and I don't see how 4e breaks away from it based on what you are saying here. It is hilarious how you are complaining that fledgling adventurers are no different from anyone else in the world, and here you are complaining that they are "virtual x-men superheroes". As for the zero-to-hero aspect of D&D in prior editions, I guess you didn't notice 0-level characters or NPC classes such as the warrior, commoner, expert and adept. PC's have always been a cut above the rabble regardless of edition. However, like other editions, PC's still start out fighting kobolds and goblins, weak enough that the town guards will probably beat them, and the mages still start out with only a few weak spells. The only difference is that non-spellcasters have a few signature combat techniques themselves. I hated the semi-medieval flavour because it absolutely ignored how arcane and cleric magic would impact the world. Besides, just because you have a mythic world, doesn't mean you can't have fantastic or exceptional heroes. Just crack open a book on pretty much any culture's mythology. Well, given that I upped the damage of fireballs to 5d6 in my own home game, I can't fault that criticism. [/QUOTE]
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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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