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<blockquote data-quote="DEFCON 1" data-source="post: 9062464" data-attributes="member: 7006"><p>They already are. All game mechanics are "spells". Just like all mechanics are "channels". Just like all mechanics are "maneuvers".</p><p></p><p>All mechanics are the ability to roll, add, substract, and/or change the results of a dice roll against a number a certain number of times. And then the designers put a tag on each type that is meant to represent something in the narrative story that these mechanics are trying to convey. And if you have certain mechanics tagged in such a way that you can put them in a chart of power levels and only use them a few times per tagged "period of time"... the story calls those mechanics "spells" and they represent "magic" in the story.</p><p></p><p>But every one of us can add, subtract and/or change those tags all we want, in addition to Wizards of the Coast. If you wanted to put the "spell" tag on Second Wind and then use the power level chart to determine when you could use it... you could. Voila, Second Wind is now a "spell". Likewise, if you wanted to pull <em>Pass Without Trace</em> OUT of the power level "spell" chart, take off the "spell" and "magic" tags, and instead give it to the Ranger to just use 2 times per day... you could do that too. And then when that mechanic of the Ranger giving +10 to the party's Stealth checks, they no longer represent "magic" or a "spell" within the narrative story... they are just an ability the Ranger uses a couple times per day via their own ingenuity.</p><p></p><p>And this is precisely why I have always been completely unconcerned with all the talk about "too much magic" in D&D. Because if it really mattered... I could just pull any and all mechanics I wanted out of whatever bucket of tags and usages they were in and put them in a different bucket with different tags and usages. Give the Rogue some Discipline Points and only be able to use Sneak Attack as many times per long rest as the number of DPs, and now Sneak Attack is some sort of quasi-mystical ability. Take the Bard, select certain Bard spells that you can strip the "spell" and "magic" tags off of and turn them into abilities that can be used by spending Superiority Dice a la the Battlemaster, and now that plus Inspiration gives you a Warlord. Wildshape that doesn't turn you into an animal but instead gives you game mechanics that represent an animal's abilities you can begin using, and you now have a character more like a Monk than a Druid.</p><p></p><p>People get so beholden to what WotC gives them that the idea that you can take a couple hours out of your day to strip a car's body off of its chassis and put a new, different car's body on top of it completely seem to flummox people. And they just stick with everything the don't like, rather than take the time to turn them into the things they do. I just don't understand it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9062464, member: 7006"] They already are. All game mechanics are "spells". Just like all mechanics are "channels". Just like all mechanics are "maneuvers". All mechanics are the ability to roll, add, substract, and/or change the results of a dice roll against a number a certain number of times. And then the designers put a tag on each type that is meant to represent something in the narrative story that these mechanics are trying to convey. And if you have certain mechanics tagged in such a way that you can put them in a chart of power levels and only use them a few times per tagged "period of time"... the story calls those mechanics "spells" and they represent "magic" in the story. But every one of us can add, subtract and/or change those tags all we want, in addition to Wizards of the Coast. If you wanted to put the "spell" tag on Second Wind and then use the power level chart to determine when you could use it... you could. Voila, Second Wind is now a "spell". Likewise, if you wanted to pull [I]Pass Without Trace[/I] OUT of the power level "spell" chart, take off the "spell" and "magic" tags, and instead give it to the Ranger to just use 2 times per day... you could do that too. And then when that mechanic of the Ranger giving +10 to the party's Stealth checks, they no longer represent "magic" or a "spell" within the narrative story... they are just an ability the Ranger uses a couple times per day via their own ingenuity. And this is precisely why I have always been completely unconcerned with all the talk about "too much magic" in D&D. Because if it really mattered... I could just pull any and all mechanics I wanted out of whatever bucket of tags and usages they were in and put them in a different bucket with different tags and usages. Give the Rogue some Discipline Points and only be able to use Sneak Attack as many times per long rest as the number of DPs, and now Sneak Attack is some sort of quasi-mystical ability. Take the Bard, select certain Bard spells that you can strip the "spell" and "magic" tags off of and turn them into abilities that can be used by spending Superiority Dice a la the Battlemaster, and now that plus Inspiration gives you a Warlord. Wildshape that doesn't turn you into an animal but instead gives you game mechanics that represent an animal's abilities you can begin using, and you now have a character more like a Monk than a Druid. People get so beholden to what WotC gives them that the idea that you can take a couple hours out of your day to strip a car's body off of its chassis and put a new, different car's body on top of it completely seem to flummox people. And they just stick with everything the don't like, rather than take the time to turn them into the things they do. I just don't understand it. [/QUOTE]
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