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If the devils are how monsters will be....I am so happy
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4027341" data-attributes="member: 710"><p>THe game is called "Dungeons and Dragons", not "Heroes of Might & Magic" or "Magic: The Gathering". This doesn't mean magic is not important, but there is no need for it the "ultimate" solution to everything. It is an important part of D&D, and without it, it would suffer. </p><p></p><p>But don't confuse "nerfing" spellcasters with removing magic. </p><p></p><p>"Traditionally", D&D villains and heroes always needed loads of magic. Because their is nothing magic can't do, and nothing to counter magic except other magic. But that doesn't have to be this way. Magic not following the rules of our world doesn't mean it doesn't follow rules at all. In a fantasy world, magic can achieve things "physical" things cannot. But why can't the opposite be also true? Is there even a need for such a clear distinction? If magic can get in the way with mundane things, maybe the other way also works?</p><p></p><p>There are also a lot of indications that D&D 4 will have very strong presence of magic.</p><p>The Feywild and the Shadowfell both seems a lot more prominent then the 3.x Astral, Shadow and Ethreal Planes, and they are also not as empty as those seemed to be.</p><p>It's also noteworthy that the power sources from the core rules are divided into arcane, divine and martial. But not in magic, divine and martial. This means that every power source might have (quasi)-magical elements (yes, even martial. It might not be as obvious as flaming fists or holy smites, but a fighter going toe-to-toe with a Dragon or "just" a T-Rex _and_ surviving the whole thing is not a mundane event! )</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4027341, member: 710"] THe game is called "Dungeons and Dragons", not "Heroes of Might & Magic" or "Magic: The Gathering". This doesn't mean magic is not important, but there is no need for it the "ultimate" solution to everything. It is an important part of D&D, and without it, it would suffer. But don't confuse "nerfing" spellcasters with removing magic. "Traditionally", D&D villains and heroes always needed loads of magic. Because their is nothing magic can't do, and nothing to counter magic except other magic. But that doesn't have to be this way. Magic not following the rules of our world doesn't mean it doesn't follow rules at all. In a fantasy world, magic can achieve things "physical" things cannot. But why can't the opposite be also true? Is there even a need for such a clear distinction? If magic can get in the way with mundane things, maybe the other way also works? There are also a lot of indications that D&D 4 will have very strong presence of magic. The Feywild and the Shadowfell both seems a lot more prominent then the 3.x Astral, Shadow and Ethreal Planes, and they are also not as empty as those seemed to be. It's also noteworthy that the power sources from the core rules are divided into arcane, divine and martial. But not in magic, divine and martial. This means that every power source might have (quasi)-magical elements (yes, even martial. It might not be as obvious as flaming fists or holy smites, but a fighter going toe-to-toe with a Dragon or "just" a T-Rex _and_ surviving the whole thing is not a mundane event! ) [/QUOTE]
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If the devils are how monsters will be....I am so happy
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