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Playstyle vs Mechanics
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<blockquote data-quote="hawkeyefan" data-source="post: 9531885" data-attributes="member: 6785785"><p>Magic is the fluff for that whole section of game, though. I don't say that to diminish its importance in the fiction, but rather to describe it as a game element. It consists of moves that the player can make. </p><p></p><p>As I said, the idea that magic always works but mundane abilities that always work are a problem is due to a flawed way of looking at the game. </p><p></p><p></p><p></p><p>Oh, I'm sure. But my point is if that's all it ever amounts to... if it doesn't really matter to actual play except that it's a reason to deny player requests or actions, then it's probably something that can be done without. </p><p></p><p>I have absolutely no problem when there is a legitimate reason for some kind of player declaration to not work. I just think my idea of "legitimate" is probably a bit higher than the DM saying "Nah, I don't like it" or similar. </p><p></p><p></p><p></p><p>What? It can be accomplished often with a simple skill check. Or, if the DM doesn't think there's a reason the request would fail, then it can auto-succeed. </p><p></p><p>No high-level magic needed. </p><p></p><p></p><p></p><p>Precisely. I just don't get the kneejerk reaction to say no to all player requests. I have a buddy who does it when he runs D&D and it's maddening. We have to jump through so many hoops just to get to the point where something interesting can then happen.</p><p></p><p>I like to narrate past the boring crap pretty quickly and get to the interesting part of play. </p><p></p><p></p><p></p><p>It's also why every class now has magical subclasses. Because the designers know.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9531885, member: 6785785"] Magic is the fluff for that whole section of game, though. I don't say that to diminish its importance in the fiction, but rather to describe it as a game element. It consists of moves that the player can make. As I said, the idea that magic always works but mundane abilities that always work are a problem is due to a flawed way of looking at the game. Oh, I'm sure. But my point is if that's all it ever amounts to... if it doesn't really matter to actual play except that it's a reason to deny player requests or actions, then it's probably something that can be done without. I have absolutely no problem when there is a legitimate reason for some kind of player declaration to not work. I just think my idea of "legitimate" is probably a bit higher than the DM saying "Nah, I don't like it" or similar. What? It can be accomplished often with a simple skill check. Or, if the DM doesn't think there's a reason the request would fail, then it can auto-succeed. No high-level magic needed. Precisely. I just don't get the kneejerk reaction to say no to all player requests. I have a buddy who does it when he runs D&D and it's maddening. We have to jump through so many hoops just to get to the point where something interesting can then happen. I like to narrate past the boring crap pretty quickly and get to the interesting part of play. It's also why every class now has magical subclasses. Because the designers know. [/QUOTE]
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