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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6151428" data-attributes="member: 2303"><p>Yeah, that's how I read your post, which is why I mentioned "other systems". In other words, if this is really important to you, perhaps DnD isn't the game for you. But that doesn't make the point invalid; this is an "All DnD" thread, but ideas for other games systems are certainly welcome.</p><p></p><p>That said, your kind of magic interaction is easy to do, but hard to write rules for. If I put a glowing pillar of light in an adventure, and someone carrying the right rune and entering the pillar can get various magical effects, that is something anyone can do (as you wish it to be) - Knowledge Arcana might help to understand this, but is not mandatory. But that's the GM's decision to put in an adventure. To actually make rules about this kind of thing is hard. IMO Earthdawn certainly didn't manage to do so, despite trying with their threadweaving rules.</p><p></p><p>In anime, magic is usually akin to DnD sorcery. Each character has his personal magic, and often doesn't have any deeper understanding of that magic - it is all inborn or intuitive. Most everybody is as clueless when they encounter a magical phenomena in the world. A game based on such a magic tradition wouldn't have may magical tools for interacting with the world either. And divination abilities are really rare. I think the reason is that it simply makes a better story t have the heroes muddle trough and find things out by trying than to say "Kazam" - problem solved. To a certain point, that is true in RPGs too.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6151428, member: 2303"] Yeah, that's how I read your post, which is why I mentioned "other systems". In other words, if this is really important to you, perhaps DnD isn't the game for you. But that doesn't make the point invalid; this is an "All DnD" thread, but ideas for other games systems are certainly welcome. That said, your kind of magic interaction is easy to do, but hard to write rules for. If I put a glowing pillar of light in an adventure, and someone carrying the right rune and entering the pillar can get various magical effects, that is something anyone can do (as you wish it to be) - Knowledge Arcana might help to understand this, but is not mandatory. But that's the GM's decision to put in an adventure. To actually make rules about this kind of thing is hard. IMO Earthdawn certainly didn't manage to do so, despite trying with their threadweaving rules. In anime, magic is usually akin to DnD sorcery. Each character has his personal magic, and often doesn't have any deeper understanding of that magic - it is all inborn or intuitive. Most everybody is as clueless when they encounter a magical phenomena in the world. A game based on such a magic tradition wouldn't have may magical tools for interacting with the world either. And divination abilities are really rare. I think the reason is that it simply makes a better story t have the heroes muddle trough and find things out by trying than to say "Kazam" - problem solved. To a certain point, that is true in RPGs too. [/QUOTE]
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Narrative Space Options for non-spellcasters
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