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Is D&D getting too powerful?
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<blockquote data-quote="Felon" data-source="post: 856975" data-attributes="member: 8158"><p><strong>Re: Re: Re: Re: Re: Is D&D getting too powerful?</strong></p><p></p><p></p><p>Absolutely. D&D does not do a good job at supporting elaborate plots, complex mysteries, arduous journeys, taut suspense, or moral shades of grey. In addition to the issues you mentioned with divination & transportation resources, healing resources are also problematic as there is very little that can happen to a character that cannot be cured, including death. Schemes involving assassination attempts are rather laughable. Battles do not provide nail-biting suspense, because you know that when it's over you will not be cradling a fallen friend in your arms as his life ebbs out of him.</p><p></p><p>If you're running a campaign that has more depth than, say, a game of Diablo, good luck. You'll need it. D&D is not a metasystem, and it drives me a little nuts that people try to treat it as such. Its magic-loaded spellpunk nature does not adapt itself well to most works of fantastic fiction. Whenever I catch wind of someone trying to turn the works of Robert E. Howard or George R. R. Martin into a d20 game, I want to curse vehemently because I know they are not going to build a new system from the ground up. but rather try to make a "magic-lite" version of D&D. DM's who think they can imitate those worlds just by being stingy with magic items really haven't given the matter much thought. There's an economy to things in this game, interdependencies that exist between characters, spells, magic items, and monsters. Just jerking out one element and saying "There! All fixed!" doesn't work too well. Works terribly, in fact.</p></blockquote><p></p>
[QUOTE="Felon, post: 856975, member: 8158"] [b]Re: Re: Re: Re: Re: Is D&D getting too powerful?[/b] Absolutely. D&D does not do a good job at supporting elaborate plots, complex mysteries, arduous journeys, taut suspense, or moral shades of grey. In addition to the issues you mentioned with divination & transportation resources, healing resources are also problematic as there is very little that can happen to a character that cannot be cured, including death. Schemes involving assassination attempts are rather laughable. Battles do not provide nail-biting suspense, because you know that when it's over you will not be cradling a fallen friend in your arms as his life ebbs out of him. If you're running a campaign that has more depth than, say, a game of Diablo, good luck. You'll need it. D&D is not a metasystem, and it drives me a little nuts that people try to treat it as such. Its magic-loaded spellpunk nature does not adapt itself well to most works of fantastic fiction. Whenever I catch wind of someone trying to turn the works of Robert E. Howard or George R. R. Martin into a d20 game, I want to curse vehemently because I know they are not going to build a new system from the ground up. but rather try to make a "magic-lite" version of D&D. DM's who think they can imitate those worlds just by being stingy with magic items really haven't given the matter much thought. There's an economy to things in this game, interdependencies that exist between characters, spells, magic items, and monsters. Just jerking out one element and saying "There! All fixed!" doesn't work too well. Works terribly, in fact. [/QUOTE]
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