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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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<blockquote data-quote="Tony Vargas" data-source="post: 7891996" data-attributes="member: 996"><p>Didn't quite sound like that, to me... </p><p></p><p>Depending on the system, build and options available, you might well have cases where magic could make one character a much better swordsman, but the hypothetical best swordsman might benefit little, or not at all, from the same magic. In 1e, for instance, a high level fighter didn't benefit from a Potion of Super-heroism. In 3e or 4e, with inherent bonuses, a magic weapon well below your level wouldn't stack with your own attack bonus. That kinda thing. Thus, you could if you arranged things just right, have magic add to skill, but still have ultimate skill being, ultimately, skill.</p><p></p><p>So, you could have dynamics like Crouching Tigher/Hidden Dragon ("Without the Green Destiny, you are <em>nothing</em>.")</p><p></p><p> Well, asserted that the game <em>should</em> be imbalanced (as long as it's in favor of magic), which is, at least, a clearly stated-position consistent with the designs of most editions.</p><p></p><p>A good point. A magic sword is just a better sword, or a sword with a different damage type or whatever. It's a different tool, you might well leverage those differences. </p><p>A game can make a magic weapon that just makes you better no matter how good you really are, or that just makes the sword better, leaving skill separate, or that bestows skill itself up to a maximum. There's lots of ways to handle it that could add to the story and/or be true to the character concept.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7891996, member: 996"] Didn't quite sound like that, to me... Depending on the system, build and options available, you might well have cases where magic could make one character a much better swordsman, but the hypothetical best swordsman might benefit little, or not at all, from the same magic. In 1e, for instance, a high level fighter didn't benefit from a Potion of Super-heroism. In 3e or 4e, with inherent bonuses, a magic weapon well below your level wouldn't stack with your own attack bonus. That kinda thing. Thus, you could if you arranged things just right, have magic add to skill, but still have ultimate skill being, ultimately, skill. So, you could have dynamics like Crouching Tigher/Hidden Dragon ("Without the Green Destiny, you are [I]nothing[/I].") Well, asserted that the game [I]should[/I] be imbalanced (as long as it's in favor of magic), which is, at least, a clearly stated-position consistent with the designs of most editions. A good point. A magic sword is just a better sword, or a sword with a different damage type or whatever. It's a different tool, you might well leverage those differences. A game can make a magic weapon that just makes you better no matter how good you really are, or that just makes the sword better, leaving skill separate, or that bestows skill itself up to a maximum. There's lots of ways to handle it that could add to the story and/or be true to the character concept. [/QUOTE]
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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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