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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="fanboy2000" data-source="post: 1868647" data-attributes="member: 19998"><p>That was my point. D&D rules, as written, allow for chaotic magic.</p><p></p><p></p><p></p><p>Yes, in D&D.</p><p></p><p></p><p></p><p></p><p></p><p>Wich makes sense, becaue neutral and lawful encoumpas 2/3 of the law/chaos alignment axis. I don't understand how that argue for an anti-agonstic D&D.</p><p></p><p></p><p></p><p>Fantasy means that the world contains elements which are not explainable by natural law. D&D uses the term supernatural in connection with magic because that is the right term. Because D&D is a game, it has rules for magic. The rules are just a game construct, the setting can be anything.</p><p></p><p></p><p></p><p>This is my point. Because they are both supernatural, the division can mean anything the DM wants it too.</p><p></p><p></p><p></p><p>Wrong, in an <a href="http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=agnostic&x=15&y=15" target="_blank">agnostic</a> setting, faith is the only thing that makes sense. If the gods are unkowable, if the gods have not revealed themselves in any physical way, then the only way people <em>can</em> belive in gods is through faith. </p><p></p><p></p><p></p><p>My answer does adress your question: magic, by definition, doesn't need reason. If only people who call themselves clerics can cast certain spells, then that's the way magic works. </p><p></p><p></p><p></p><p>I'm not useing rule zero. Not a single line in any of the 3 core rulebooks was altered. Not a single rule was created, altered, or removed. This isn't a rule, this is an in-setting explainition for a game mechaninc.</p><p></p><p></p><p></p><p>My answer tells the player that magic is mysterious and chaotic, and can't be pined down by out of setting logic.</p><p></p><p></p><p></p><p>Every setting is a decree then. The statment, "in my setting, there is a city by the river," is equal to the statement, "in my setting, divine magic is brought about by faith in the gods."</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 1868647, member: 19998"] That was my point. D&D rules, as written, allow for chaotic magic. Yes, in D&D. Wich makes sense, becaue neutral and lawful encoumpas 2/3 of the law/chaos alignment axis. I don't understand how that argue for an anti-agonstic D&D. Fantasy means that the world contains elements which are not explainable by natural law. D&D uses the term supernatural in connection with magic because that is the right term. Because D&D is a game, it has rules for magic. The rules are just a game construct, the setting can be anything. This is my point. Because they are both supernatural, the division can mean anything the DM wants it too. Wrong, in an [URL=http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=agnostic&x=15&y=15]agnostic[/URL] setting, faith is the only thing that makes sense. If the gods are unkowable, if the gods have not revealed themselves in any physical way, then the only way people [i]can[/i] belive in gods is through faith. My answer does adress your question: magic, by definition, doesn't need reason. If only people who call themselves clerics can cast certain spells, then that's the way magic works. I'm not useing rule zero. Not a single line in any of the 3 core rulebooks was altered. Not a single rule was created, altered, or removed. This isn't a rule, this is an in-setting explainition for a game mechaninc. My answer tells the player that magic is mysterious and chaotic, and can't be pined down by out of setting logic. Every setting is a decree then. The statment, "in my setting, there is a city by the river," is equal to the statement, "in my setting, divine magic is brought about by faith in the gods." [/QUOTE]
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