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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Crimson Longinus" data-source="post: 9257782" data-attributes="member: 7025508"><p>Well, at least in 5e it is trivially easy to make a fighter who is good at pick pocketing. </p><p></p><p>As for the person who can only cast fireball and nothing else, I'd say that's like wanting to know calculus without knowing arithmetic; it's just not how that stuff works. Now magic being fiction, we of course can decide how it works, but personally I prefer if the rules and fiction are aligned. If every bloody PC class learns their spells level by level, having to go through lower ones first, then I kinda want to have the setting metaphysics to reflect that.</p><p></p><p>I like when the rule elements tell us about something more interesting about the character than just boring numbers and mechanics. When I started to plan my current D&D setting, I went through every class and subclass, decided which to include (which was most) and made sure I had a place in the setting for them. I know where eldritch knights and arcane tricksters originate, I have animistic cultures for druids, rangers and totem barbarians, I have ancestor worshipping culture for ancestral guardian barbarians and so forth. Then these things are not just mechanics, they will actually help to anchor the character into the setting, make them feel like part of it.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9257782, member: 7025508"] Well, at least in 5e it is trivially easy to make a fighter who is good at pick pocketing. As for the person who can only cast fireball and nothing else, I'd say that's like wanting to know calculus without knowing arithmetic; it's just not how that stuff works. Now magic being fiction, we of course can decide how it works, but personally I prefer if the rules and fiction are aligned. If every bloody PC class learns their spells level by level, having to go through lower ones first, then I kinda want to have the setting metaphysics to reflect that. I like when the rule elements tell us about something more interesting about the character than just boring numbers and mechanics. When I started to plan my current D&D setting, I went through every class and subclass, decided which to include (which was most) and made sure I had a place in the setting for them. I know where eldritch knights and arcane tricksters originate, I have animistic cultures for druids, rangers and totem barbarians, I have ancestor worshipping culture for ancestral guardian barbarians and so forth. Then these things are not just mechanics, they will actually help to anchor the character into the setting, make them feel like part of it. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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