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General Tabletop Discussion
*Dungeons & Dragons
Making magic feel "Dangerous"
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<blockquote data-quote="Garthanos" data-source="post: 7531908" data-attributes="member: 82504"><p>OK </p><p></p><p>arguably a significant amount or even a majority but in some sense I see them as exceptions to the rules.</p><p></p><p>People move this speed and jump this far EXCEPT when someone digs deep and and uses a special maneuver which allows them to strain himself in a very extreme well timed leap which doesnt draw opportunity attacks OR except when the mage uses a specially triggered frogs blood *jump utility spell. </p><p></p><p></p><p></p><p>D&D doesn't really achieve numinous or eerie (see cleric miraculous abilities for an area that I used to find annoying because of that lack) </p><p></p><p>Heck 'truly" dangerous or frightening seems largely intentionally suppressed to enable and encourage heroic genre conventions.</p><p></p><p>D&D can hit unpredictable which is what the dice are for and spells often lacked that (there are exceptions). </p><p></p><p>AND D&D dangerous includes increasing the danger of failure in the situation with effects that impair the one using them making them more vulnerable to subsequent harm (even to varying not entirely predictable degrees) </p><p></p><p>Yes it is indeed valuable to have significant number of the exceptions be player side. In earlier editions most of those exceptions or complications were caster controlled. </p><p></p><p>There were a lot of people complaining because martial abilities in 4e including ones which simply worked because the player decided so, were moved to the player side. Instead of requiring dm adjudication and overhead often with "is it realistic" being the parameters ... it's not traditional to let the player choose when his martial type gets to pull out the stops and get a more extreme effect etc etc. </p><p></p><p>So I was making assumptions</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7531908, member: 82504"] OK arguably a significant amount or even a majority but in some sense I see them as exceptions to the rules. People move this speed and jump this far EXCEPT when someone digs deep and and uses a special maneuver which allows them to strain himself in a very extreme well timed leap which doesnt draw opportunity attacks OR except when the mage uses a specially triggered frogs blood *jump utility spell. D&D doesn't really achieve numinous or eerie (see cleric miraculous abilities for an area that I used to find annoying because of that lack) Heck 'truly" dangerous or frightening seems largely intentionally suppressed to enable and encourage heroic genre conventions. D&D can hit unpredictable which is what the dice are for and spells often lacked that (there are exceptions). AND D&D dangerous includes increasing the danger of failure in the situation with effects that impair the one using them making them more vulnerable to subsequent harm (even to varying not entirely predictable degrees) Yes it is indeed valuable to have significant number of the exceptions be player side. In earlier editions most of those exceptions or complications were caster controlled. There were a lot of people complaining because martial abilities in 4e including ones which simply worked because the player decided so, were moved to the player side. Instead of requiring dm adjudication and overhead often with "is it realistic" being the parameters ... it's not traditional to let the player choose when his martial type gets to pull out the stops and get a more extreme effect etc etc. So I was making assumptions [/QUOTE]
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