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If D&D were created today, what would it look like?
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<blockquote data-quote="wingsandsword" data-source="post: 8198129" data-attributes="member: 14159"><p>I think the arcane/divine separation of magic is more a D&D setting presumption "sacred cow" that players expect than something required for game balance.</p><p></p><p>It's like inserting Monks out of Wuxia/Kung Fu movies and Anime into a setting that otherwise mostly draws on medieval European inspirations, or the settings that make guns exceedingly rare or unheard of despite having other technologies like sailing ships that can sail across oceans or full plate mail that generally existed at the same time. It's just an assumption of what makes a fantasy world a typical D&D world, instead of anything innate to game balance or even the game itself.</p><p></p><p>The Magister of Arcana Evolved was a good class, and I largely liked how AE did magic as something very much like D&D magic, but distinctly different. I really liked the separation of healing magic into spells that instantly healed wounds miraculously. . .but in-universe would cause scarring, and spells that could heal wounds perfectly but a healer just use them as effective tactical healing.</p><p></p><p>As an aside, in one way, I think the biggest failure of Arcana Evolved was that it failed to make it clear that it was meant to coexist alongside the PHB, not to completely replace it. I remember people complaining there was no rogue-equivalent class in AE, only for Monty Cook to say that the rogue is already in the PHB so he didn't need to reinvent it. . .which many or most AE players never really thought they could just pick things from both books, that it was a one-or-the-other situation.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 8198129, member: 14159"] I think the arcane/divine separation of magic is more a D&D setting presumption "sacred cow" that players expect than something required for game balance. It's like inserting Monks out of Wuxia/Kung Fu movies and Anime into a setting that otherwise mostly draws on medieval European inspirations, or the settings that make guns exceedingly rare or unheard of despite having other technologies like sailing ships that can sail across oceans or full plate mail that generally existed at the same time. It's just an assumption of what makes a fantasy world a typical D&D world, instead of anything innate to game balance or even the game itself. The Magister of Arcana Evolved was a good class, and I largely liked how AE did magic as something very much like D&D magic, but distinctly different. I really liked the separation of healing magic into spells that instantly healed wounds miraculously. . .but in-universe would cause scarring, and spells that could heal wounds perfectly but a healer just use them as effective tactical healing. As an aside, in one way, I think the biggest failure of Arcana Evolved was that it failed to make it clear that it was meant to coexist alongside the PHB, not to completely replace it. I remember people complaining there was no rogue-equivalent class in AE, only for Monty Cook to say that the rogue is already in the PHB so he didn't need to reinvent it. . .which many or most AE players never really thought they could just pick things from both books, that it was a one-or-the-other situation. [/QUOTE]
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Community
General Tabletop Discussion
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If D&D were created today, what would it look like?
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