What powers those magical abilities except the metagame currency of levels and XP? What allows him to break the laws of physics?
Different laws of physics and biology.
What powers those magical abilities except the metagame currency of levels and XP? What allows him to break the laws of physics?
All it needs it’s a
Vorpal sword,
a pair of boots of flying or at least boots of striding and springing,
a dwarven plate,
That will do pretty much the job.
Take away the specific resources involved with both and describe to me the mechanical distinction between Trip Attack and Grease, other than, of course, the mildly different effects provided.
There isn't one, and there isn't a linguistic means to communicate that other than to just point to it.
And Ill preemptively note that abilities aren't (always) affected by the same perception. Abilities have a specific framing that tends to trump the specific mechanics involved, which is often bolstered by the fact that most of them are unique to the class they're associated with, whereas maneuvers and spells are not.
grease can be counterspelled, dispelled, or negated by an anti-magic field. it cannot be cast on the same turn as a bonus action levelled spell. it requires a verbal component and either a material component or a pouch/focus (i'm considering an attack equal to a somatic component for this).Take away the specific resources involved with both and describe to me the mechanical distinction between Trip Attack and Grease, other than, of course, the mildly different effects provided.
There isn't one, and there isn't a linguistic means to communicate that other than to just point to it.
Is that how you typically compare mechanics, by ignoring what they cost and what they do?
grease can be counterspelled, dispelled, or negated by an anti-magic field. it cannot be cast on the same turn as a bonus action levelled spell. it requires a verbal component and either a material component or a pouch/focus (i'm considering an attack equal to a somatic component for this).
i don't understand how what i said and what you said to gamma correlates in any way. what i described are not "effects" or "resources" - they are fundamental properties of how spells work compared to maneuvers.See above. None of that is what Im talking about.
So to summarize:As noted earlier, this is about what the mechanics feel like to use. Theres a visceral aspect to game design that isn't just esoteric math or paragraphs of description.
The simplest example of that is just the inherent fun in rolling dice, even without a game attached.
That is the perspective I think is being hooked into, knowingly or not, by people that take issue with martials that feel like reskinned mages. Maneuvers and Spells do not feel mechanically different despite their varied effects and resources. (The estoteric math and paragraphs, as mentioned)
Which, in turn, is why I pointed to the examples I did of how to induce that difference and avoid having the fantasies get muddled. My Battle Combo system doesn't work like maneuvers or spells, and it works significantly differently from how spells in its own system are going to work.
That then gets compared within its own fantasy subgroup ("Martials") and even there the differences are stark and go in design directions that only overlap in the sense that they're three (actually 8 if we look at the whole system as intended) distinct bases for delivering a martial fantasy.
But let's be clear: it likely won't.grease can be counterspelled, dispelled, or negated by an anti-magic field.
sure, but that's because it's grease. who's gonna bother dispelling grease?But let's be clear: it likely won't.
Ikr..just buy some Goo-Gone or something.sure, but that's because it's grease. who's gonna bother dispelling grease?