If you are trying to stab someone and you get stabbed first, your sword won't explode because you failed to hold onto it properly.
Shock from trauma is shock from trauma and traning is training.
Most people, when shot with a bow, or swallowed whole by a purple worm go into shock, and stop doing what they were doing.
That is why a Marine that loses a hand from tossing an enemy grenade away, saving the life of his squad, and then goes on to still command the squad, is worthy of the Congretional Medal of Honor.....it is a truly heroic event, and pretty rare, (at least to survive).
No matter how you slice it, I think Mearls was describing something with huge thematic implications as core and not modular. Rules of "Dangerous Magic" are fine as an optional module. What if I want to run a Jordanesque/ Age of Legends style campaign where magic is plentiful and easy....with magic pony express, and griffin taxis?
Base assumptions in fundamental systems, do affect the thematic potential of campaigns. Racial level limits leading to a decline in the Dwarves an Elves in the Forgotten Realms, or not being able to advance beyond 18th level in Krynn but you can play minataurs as a PC race are Eamples.
The core rules should be a neutral base with say Eberron being emblematic of a High Magic/Tech game and Dark Sun as the "Magic is Dangerous" Meme. Bothe styles are fun and should be supported...as modules.
Last edited: