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One D&D Survey Feedback: Weapon Mastery Spectacular; Warlock and Wizard Mixed Reactions
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<blockquote data-quote="Remathilis" data-source="post: 9116530" data-attributes="member: 7635"><p>I just want to address this point: from the game mechanics stand-point, there is no difference between a fighter using a "secure campsite" feature and a wizard casting the alarm ritual. The fiction (aka how you explain it happening) changes but the net effect is the same, expend resource, get result. Of course, magic has an inbuilt advantage as it summons a plot contrivance into existence, while "mundane" abilities rely on luck, happenstance, and coincidence to make it work. </p><p></p><p>Now, as you pointed out, you could make magic rely on the same luck, happenstance, and coincidence to make it work, but then we beg the question of what magic is actually doing. If a fighter can conveniently find the best place to camp every night because he took the "secure campsite" ability and the wizard can do the same because he took the alarm ritual, all the magic did was mimic what the fighter could do nonmagically. The has given two different paths to the same end and just said one was more magical than the other. </p><p></p><p>Personally, if the game is going to go that route, I'd rather it commits and just make magical abilities inherent to every class. It's almost already there; only fighters and rogues lack overt magical power (and barbarians dance on the edge of it) so it wouldn't take much of a push to explain that anyone crazy enough to adventure in D&D has at least picked up some simple rituals and magical effects to augment thier natural ability.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9116530, member: 7635"] I just want to address this point: from the game mechanics stand-point, there is no difference between a fighter using a "secure campsite" feature and a wizard casting the alarm ritual. The fiction (aka how you explain it happening) changes but the net effect is the same, expend resource, get result. Of course, magic has an inbuilt advantage as it summons a plot contrivance into existence, while "mundane" abilities rely on luck, happenstance, and coincidence to make it work. Now, as you pointed out, you could make magic rely on the same luck, happenstance, and coincidence to make it work, but then we beg the question of what magic is actually doing. If a fighter can conveniently find the best place to camp every night because he took the "secure campsite" ability and the wizard can do the same because he took the alarm ritual, all the magic did was mimic what the fighter could do nonmagically. The has given two different paths to the same end and just said one was more magical than the other. Personally, if the game is going to go that route, I'd rather it commits and just make magical abilities inherent to every class. It's almost already there; only fighters and rogues lack overt magical power (and barbarians dance on the edge of it) so it wouldn't take much of a push to explain that anyone crazy enough to adventure in D&D has at least picked up some simple rituals and magical effects to augment thier natural ability. [/QUOTE]
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One D&D Survey Feedback: Weapon Mastery Spectacular; Warlock and Wizard Mixed Reactions
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