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Community
General Tabletop Discussion
*Dungeons & Dragons
If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?
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<blockquote data-quote="Oofta" data-source="post: 9606661" data-attributes="member: 6801845"><p>Outside of the 3E definition, I doubt there's been clear distinction between mundane, supernatural and magical. Even then I never agreed 100% with their definition. For me? </p><ul> <li data-xf-list-type="ul">Mundane can exist in the real world, although it may be extreme or (in 3E terms) extraordinary but still theoretically possible.</li> <li data-xf-list-type="ul">Supernatural includes anything that does not exist in the mundane world. Ghosts, giants, dragons are all supernatural. Ghosts (at least verifiable ones) don't exist, Giants don't have the right structure to support their size, undead vampires are impossible outside of fiction, flying and breathing fire may work for dragons in fantasy but not the real world. </li> <li data-xf-list-type="ul">Magical is any supernatural effects created by spells or crafting. </li> </ul><p>There are gray areas for me, especially the difference between supernatural and magical and largely based on gameplay. A giant shouldn't suddenly collapse because they step into an antimagic zone. A zombie can be created by an animate dead spell, but it is an undead creature once it's animated and is no longer powered by a spell unlike an animate object.</p><p></p><p>But those are just my definitions and what I would apply. I do also have an extremely rare <em>null</em> <em>magic </em>zone which negates any an all supernatural effects. If Strahd stepped into a null magic zone he'd just become a corpse, even gods would cease to exist (at least in physical form). Basically if something wouldn't work in the real world, they don't work in a null magic zone. They're quite boring. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 9606661, member: 6801845"] Outside of the 3E definition, I doubt there's been clear distinction between mundane, supernatural and magical. Even then I never agreed 100% with their definition. For me? [LIST] [*]Mundane can exist in the real world, although it may be extreme or (in 3E terms) extraordinary but still theoretically possible. [*]Supernatural includes anything that does not exist in the mundane world. Ghosts, giants, dragons are all supernatural. Ghosts (at least verifiable ones) don't exist, Giants don't have the right structure to support their size, undead vampires are impossible outside of fiction, flying and breathing fire may work for dragons in fantasy but not the real world. [*]Magical is any supernatural effects created by spells or crafting. [/LIST] There are gray areas for me, especially the difference between supernatural and magical and largely based on gameplay. A giant shouldn't suddenly collapse because they step into an antimagic zone. A zombie can be created by an animate dead spell, but it is an undead creature once it's animated and is no longer powered by a spell unlike an animate object. But those are just my definitions and what I would apply. I do also have an extremely rare [I]null[/I] [I]magic [/I]zone which negates any an all supernatural effects. If Strahd stepped into a null magic zone he'd just become a corpse, even gods would cease to exist (at least in physical form). Basically if something wouldn't work in the real world, they don't work in a null magic zone. They're quite boring. :) [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?
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