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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Imaro" data-source="post: 6150049" data-attributes="member: 48965"><p>First let me say I think this is a really good post that touches on an important issue surrounding those pushing for mundane characters to have more/a different type of narrative control... </p><p></p><p>Emphasis mine... I think this is a more important part of the discussion than its been given credit for so far. Now first let me say that in all honesty, I have a slight distaste for these auto-change "powers" that would allow mundane characters to just make things happen (not in general but in D&D), and I wasn't sure why until you made this post. I think it's because essentially it feels like all you're doing is creating a new type of spellcaster and then claiming he's not using magic. now in many games (like Fate, MHR, Heroquest) there is little to no mechanical difference between spellcasting and climbing a wall and for those games I have no problem with a power like the above because mundane and magical interactions work the same (mechanically) in those games. However, In (pre-4e) D&D, that's not true... magic has it's own set of rules and limitations when interacting with the gameworld. While interaction with the gameworld on a mundane level has, for the most part, it's own seperate set of mechanics and limitations... and I honestly think some/many/a majority of D&D players like it this way. I personally don't want to play a fighter or rogue that uses "spells" but slaps a different coat of paint over them. and claims they aren't magic. </p><p></p><p>I also think that powers like these kind of defeat the purpose and fun of playing a mundane character vs. a spellcaster in the game. If I wanted to cast a spell and make something happen I would have chosen one of the numerous spellcasting classes. The type of martial/mundane character I like playing lives by his wits, skills, physical prowess and luck. More robust skills, with more varied options and even extraordinary feats attached to them at certain levels I can get behind for a mundane character... even a luck point system or specialized feats only they can pick that enhance mental and physical abilities... but meta-game mechanics that let me change reality at a whim, that's a spell in my mind and I'm not sure I want martial characters to become just another spellcaster if there are other options.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6150049, member: 48965"] First let me say I think this is a really good post that touches on an important issue surrounding those pushing for mundane characters to have more/a different type of narrative control... Emphasis mine... I think this is a more important part of the discussion than its been given credit for so far. Now first let me say that in all honesty, I have a slight distaste for these auto-change "powers" that would allow mundane characters to just make things happen (not in general but in D&D), and I wasn't sure why until you made this post. I think it's because essentially it feels like all you're doing is creating a new type of spellcaster and then claiming he's not using magic. now in many games (like Fate, MHR, Heroquest) there is little to no mechanical difference between spellcasting and climbing a wall and for those games I have no problem with a power like the above because mundane and magical interactions work the same (mechanically) in those games. However, In (pre-4e) D&D, that's not true... magic has it's own set of rules and limitations when interacting with the gameworld. While interaction with the gameworld on a mundane level has, for the most part, it's own seperate set of mechanics and limitations... and I honestly think some/many/a majority of D&D players like it this way. I personally don't want to play a fighter or rogue that uses "spells" but slaps a different coat of paint over them. and claims they aren't magic. I also think that powers like these kind of defeat the purpose and fun of playing a mundane character vs. a spellcaster in the game. If I wanted to cast a spell and make something happen I would have chosen one of the numerous spellcasting classes. The type of martial/mundane character I like playing lives by his wits, skills, physical prowess and luck. More robust skills, with more varied options and even extraordinary feats attached to them at certain levels I can get behind for a mundane character... even a luck point system or specialized feats only they can pick that enhance mental and physical abilities... but meta-game mechanics that let me change reality at a whim, that's a spell in my mind and I'm not sure I want martial characters to become just another spellcaster if there are other options. [/QUOTE]
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