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General Tabletop Discussion
*TTRPGs General
Is Magic a Setting Element or a Plot Device
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<blockquote data-quote="mmadsen" data-source="post: 5684891" data-attributes="member: 1645"><p>I think everyone here would agree that <em>that's great</em>, and that the fantastic elements should have an effect on how people act.</p><p></p><p>But there are two sides to this situation: (1) how the world-builder defines the fantastic elements, and (2) how those fantastic elements then affect how people act.</p><p></p><p>I think we all agree that if magical healing is cheap, easy, reliable, etc., then people will react to that fact and do things like finish off their foes, or take greater risks in training, or whatever.</p><p></p><p>If magical healing isn't cheap, easy, reliable, etc. though, then people won't act too differently.</p><p></p><p>One of D&D's flaws is that it provides players with lots of <em>wahoo!</em> powers with limitations that aren't so limiting, especially outside of a dungeon delve on a deadline.</p><p></p><p>A different definition of how magic works -- even a minor change -- can totally change the larger-scale consequences of magic. For instance, magic in D&D is often free, only limited by how much you can do <em>per day</em>. Change that and see what happens. What if spell slots aren't per day, but per <em>week</em> or per <em>month</em>? (If you don't want spellcasters made weaker, go ahead and give them a few more slots.) What if preparing a spell is as expensive and time-consuming as creating a scroll?</p><p></p><p>Changes like that don't reduce an adventurer's power nearly as much as they reduce a spellcaster's impact on the larger world.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5684891, member: 1645"] I think everyone here would agree that [i]that's great[/i], and that the fantastic elements should have an effect on how people act. But there are two sides to this situation: (1) how the world-builder defines the fantastic elements, and (2) how those fantastic elements then affect how people act. I think we all agree that if magical healing is cheap, easy, reliable, etc., then people will react to that fact and do things like finish off their foes, or take greater risks in training, or whatever. If magical healing isn't cheap, easy, reliable, etc. though, then people won't act too differently. One of D&D's flaws is that it provides players with lots of [i]wahoo![/i] powers with limitations that aren't so limiting, especially outside of a dungeon delve on a deadline. A different definition of how magic works -- even a minor change -- can totally change the larger-scale consequences of magic. For instance, magic in D&D is often free, only limited by how much you can do [i]per day[/i]. Change that and see what happens. What if spell slots aren't per day, but per [i]week[/i] or per [i]month[/i]? (If you don't want spellcasters made weaker, go ahead and give them a few more slots.) What if preparing a spell is as expensive and time-consuming as creating a scroll? Changes like that don't reduce an adventurer's power nearly as much as they reduce a spellcaster's impact on the larger world. [/QUOTE]
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