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<blockquote data-quote="Lanefan" data-source="post: 7675327" data-attributes="member: 29398"><p>Except I don't see it as necessarily magical, as I define magic in the game; and this is also where elegance comes in. Some explanation is probably required...</p><p></p><p>In the real world we have the four forces of physics (of which I currently only remember 3: gravity, weak electromagnetic, strong electromagnetic, and ???); I just have magic as a 5th force of physics which, unlike the other 4, can be directly manipulated by some lifeforms in various ways. Now, if I take this latest idea and simply stick "life energy" in as a 6th force, away we go. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>This also lets me explain the existence of fantastic creatures (kind of) - in very short form they need the magic force to sustain their lives. Yes, this means in my game a really really powerful Dispel Magic can kill an Elf* outright; and an Elf who finds itself in a null-magic zone (or on a magic-less world such as real Earth) won't last long at all. And yes, this means a great many things living in the game world are by definition innately magical; though real-Earth creatures such as humans and rabbits and ordinary fish are not. That said, I've no problem with this idea of a "life energy" force for all and giving exceptional humans access to a bit more of it so they can gain some hit points while adventuring. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The reason I had to think all this through was that the basis of my first big campaign was that world had a glitch in the magic force caused by a meteor strike some centuries back introducing a new element (uranium) which in tiny quantities corrupts magic and in normal earth-like quantities nulls it entirely (thus Earth is a non-magic world). So, I did all the required heavy thinking back then and have just kept the same system since, because for me it works. For what it matters, I see non-magical worlds like our Earth as being the exception in the game universe rather than the norm.</p><p></p><p>* - or any other fantastic creature e.g. Dragon, Pixie, Goblin, etc.; the Giant-Dwarf class creatures are more resilient vs. lack of magic but even they will eventually succumb.</p><p> </p><p>Well, the h.p. system as written already does that. This idea reels it back in a bit, to at least tie it in with -well, let's call it a unified theory of in-game physics.</p><p></p><p>Lan-"if this doesn't make sense, don't worry - it won't make sense tomorrow either"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7675327, member: 29398"] Except I don't see it as necessarily magical, as I define magic in the game; and this is also where elegance comes in. Some explanation is probably required... In the real world we have the four forces of physics (of which I currently only remember 3: gravity, weak electromagnetic, strong electromagnetic, and ???); I just have magic as a 5th force of physics which, unlike the other 4, can be directly manipulated by some lifeforms in various ways. Now, if I take this latest idea and simply stick "life energy" in as a 6th force, away we go. :) This also lets me explain the existence of fantastic creatures (kind of) - in very short form they need the magic force to sustain their lives. Yes, this means in my game a really really powerful Dispel Magic can kill an Elf* outright; and an Elf who finds itself in a null-magic zone (or on a magic-less world such as real Earth) won't last long at all. And yes, this means a great many things living in the game world are by definition innately magical; though real-Earth creatures such as humans and rabbits and ordinary fish are not. That said, I've no problem with this idea of a "life energy" force for all and giving exceptional humans access to a bit more of it so they can gain some hit points while adventuring. :) The reason I had to think all this through was that the basis of my first big campaign was that world had a glitch in the magic force caused by a meteor strike some centuries back introducing a new element (uranium) which in tiny quantities corrupts magic and in normal earth-like quantities nulls it entirely (thus Earth is a non-magic world). So, I did all the required heavy thinking back then and have just kept the same system since, because for me it works. For what it matters, I see non-magical worlds like our Earth as being the exception in the game universe rather than the norm. * - or any other fantastic creature e.g. Dragon, Pixie, Goblin, etc.; the Giant-Dwarf class creatures are more resilient vs. lack of magic but even they will eventually succumb. Well, the h.p. system as written already does that. This idea reels it back in a bit, to at least tie it in with -well, let's call it a unified theory of in-game physics. Lan-"if this doesn't make sense, don't worry - it won't make sense tomorrow either"-efan [/QUOTE]
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