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<blockquote data-quote="Mallus" data-source="post: 5756266" data-attributes="member: 3887"><p>A "bit of a problem"? My current Pathfinder PC has 3 EX abilities; she can turn the surrounding air into an invisible barrier that protects her as well as plate armor, see and hear at a distance, including around corners, as per the <em>clairvoyance</em> and <em>clairaudinece</em> spells, via air currents, and, 2/day, create a terrifically damaging burst of thunder --13d6-- in an area, at range, presumably by clapping her dainty hands together.</p><p></p><p>None of these abilities are magical. They don't detect as magic, function perfectly well in an anti-magic field, etc. They're as mundane as a rogue jumping out of the way of danger...</p><p></p><p>... and yet, CaGI is more problematic, and indicative of a harmful move away from be logical, consistent, "associated", or whatever, mechanics? </p><p></p><p></p><p>Why is teleporting roughly as far as someone can long jump troubling, other than D&D traditionally reserves this ability for 7th-level and above casters, who can then teleport <em>much</em> farther than a person can jump, and then continental/planar distances, respectively. </p><p></p><p>It's a totally arbitrary approach to scaling. </p><p></p><p></p><p>AD&D handed invisibility out to 3rd level M-U's, and it lasted all day, so long as the caster didn't attack anything. </p><p></p><p></p><p>And hit points came out of an old naval battle board/war game (unless that anecdote is untrue...).</p><p></p><p></p><p>No, it isn't. But it seems to me much closer to mythology and folklore... and farther away from the more science fiction-influenced, post D&D-era fantasy fiction whose "fantastic bits" often read like mythology written by, and for, engineers and systems architects.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5756266, member: 3887"] A "bit of a problem"? My current Pathfinder PC has 3 EX abilities; she can turn the surrounding air into an invisible barrier that protects her as well as plate armor, see and hear at a distance, including around corners, as per the [i]clairvoyance[/i] and [i]clairaudinece[/i] spells, via air currents, and, 2/day, create a terrifically damaging burst of thunder --13d6-- in an area, at range, presumably by clapping her dainty hands together. None of these abilities are magical. They don't detect as magic, function perfectly well in an anti-magic field, etc. They're as mundane as a rogue jumping out of the way of danger... ... and yet, CaGI is more problematic, and indicative of a harmful move away from be logical, consistent, "associated", or whatever, mechanics? Why is teleporting roughly as far as someone can long jump troubling, other than D&D traditionally reserves this ability for 7th-level and above casters, who can then teleport [i]much[/i] farther than a person can jump, and then continental/planar distances, respectively. It's a totally arbitrary approach to scaling. AD&D handed invisibility out to 3rd level M-U's, and it lasted all day, so long as the caster didn't attack anything. And hit points came out of an old naval battle board/war game (unless that anecdote is untrue...). No, it isn't. But it seems to me much closer to mythology and folklore... and farther away from the more science fiction-influenced, post D&D-era fantasy fiction whose "fantastic bits" often read like mythology written by, and for, engineers and systems architects. [/QUOTE]
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