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<blockquote data-quote="CroBob" data-source="post: 6049782" data-attributes="member: 6683307"><p>"Dripping"! I presumed I was splashing people!</p><p></p><p>Anyway, back to serious time; I never said that everything done in D&D must be super-fantastical and be at the very edge of our ability to imagine it. All I'm saying is that limiting physical maneuvers by a certain number per combat or day makes <em>exactly</em> as much sense as limiting magical powers the same way. We could limit <em>either</em> through the same mechanics, and it would make just as much sense. We could say that you can't use more than 10 complex physical maneuvers or magical spells per day or else the nether beasts will eat your brain. What's more important in the end, though, believable combat mechanics, or balance?</p><p></p><p></p><p></p><p>The rules of physics and common sense is internal to the game world. I once ran a game where the entirety of known land was actually a huge series of floating islands above a vast ocean. Within the game world, that's simply how the world worked. Nothing about it broke the laws of physics <em>in that world</em>. So if, in the world you live in, it's common that people only have the mental focus or ki energy, or whatever, for one of a particular sort of maneuver before refocusing or resting, then that's just how the world works. Same thing with when magic works that way. It may not make sense in our world, but it's <em>not</em> our world. Obviously it's not... <em>Magic</em> is testament to that. If we limit what martial characters can do based on real world physics, then how can we expect them to keep up with the people who <em>don't</em> have to worry about real world physics? The only way we can do it is by arbitrarily limiting the latter, such with the nonsensical per encounter or day or whatever.</p><p></p><p></p><p></p><p>There are only so many people you can stab each day before you get too tired to keep doing that, too. Once nobody's around who you need to stab, you relax from that, too. What's your point, here? I understand where what the ideas for magic have been, I'm more interested in moving into a system that's good, that does not give the undue advantages to the people with the magic. If magical heroes and non-magical heroes are going to be equal, then either non-magical heroes need to defy physics <em>anyway</em>, or magic has to be nerfed to the point it doesn't really do much physics defying.</p><p></p><p></p><p></p><p>I agree that magic should be limited. I agree that everything should be limited. However, magic is <em>magic</em>. How is it okay for someone to fling fire at their enemies through some gestures and magic words and then forget how he just did that, but it's not acceptable for a dude to super-kick another dude and then forget how he did it? You could say that magic is just limited that way in order to balance it, and in-game that's just how the world works... and you can do that with martial abilities, too.</p><p></p><p></p><p></p><p>Yes, and for some of us, there isn't. It's all based on subjective tastes. Martial combat in D&D is absolutely unlike martial combat in real life as it is, though, so I don't understand the desire for this particular limitation. I mean... why draw the line there, instead of somewhere else? Why is <em>that</em> super unbelievable, but, say, entering into a rage where you don't die until you're out of the rage regardless how much damage you take while in it is? How is sneak attack realistic? When you're in combat, you're <em>already</em> aiming for the weak points, so why do only rogues do extra damage when they get a nice shot at them? What makes that realistic?</p></blockquote><p></p>
[QUOTE="CroBob, post: 6049782, member: 6683307"] "Dripping"! I presumed I was splashing people! Anyway, back to serious time; I never said that everything done in D&D must be super-fantastical and be at the very edge of our ability to imagine it. All I'm saying is that limiting physical maneuvers by a certain number per combat or day makes [i]exactly[/i] as much sense as limiting magical powers the same way. We could limit [i]either[/i] through the same mechanics, and it would make just as much sense. We could say that you can't use more than 10 complex physical maneuvers or magical spells per day or else the nether beasts will eat your brain. What's more important in the end, though, believable combat mechanics, or balance? The rules of physics and common sense is internal to the game world. I once ran a game where the entirety of known land was actually a huge series of floating islands above a vast ocean. Within the game world, that's simply how the world worked. Nothing about it broke the laws of physics [i]in that world[/i]. So if, in the world you live in, it's common that people only have the mental focus or ki energy, or whatever, for one of a particular sort of maneuver before refocusing or resting, then that's just how the world works. Same thing with when magic works that way. It may not make sense in our world, but it's [i]not[/i] our world. Obviously it's not... [i]Magic[/i] is testament to that. If we limit what martial characters can do based on real world physics, then how can we expect them to keep up with the people who [i]don't[/i] have to worry about real world physics? The only way we can do it is by arbitrarily limiting the latter, such with the nonsensical per encounter or day or whatever. There are only so many people you can stab each day before you get too tired to keep doing that, too. Once nobody's around who you need to stab, you relax from that, too. What's your point, here? I understand where what the ideas for magic have been, I'm more interested in moving into a system that's good, that does not give the undue advantages to the people with the magic. If magical heroes and non-magical heroes are going to be equal, then either non-magical heroes need to defy physics [i]anyway[/i], or magic has to be nerfed to the point it doesn't really do much physics defying. I agree that magic should be limited. I agree that everything should be limited. However, magic is [i]magic[/i]. How is it okay for someone to fling fire at their enemies through some gestures and magic words and then forget how he just did that, but it's not acceptable for a dude to super-kick another dude and then forget how he did it? You could say that magic is just limited that way in order to balance it, and in-game that's just how the world works... and you can do that with martial abilities, too. Yes, and for some of us, there isn't. It's all based on subjective tastes. Martial combat in D&D is absolutely unlike martial combat in real life as it is, though, so I don't understand the desire for this particular limitation. I mean... why draw the line there, instead of somewhere else? Why is [i]that[/i] super unbelievable, but, say, entering into a rage where you don't die until you're out of the rage regardless how much damage you take while in it is? How is sneak attack realistic? When you're in combat, you're [i]already[/i] aiming for the weak points, so why do only rogues do extra damage when they get a nice shot at them? What makes that realistic? [/QUOTE]
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