Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 9715134" data-attributes="member: 6915329"><p>Don't see why you'd need faux-Chinese when you have dwarfs, gnomes, and dozens of other sentient species who have a reason to blow things up and a tendency to experiment with materials and chemicals. And even if they never do it, humans have a tendency to blow things up and experiment with materials and chemicals. </p><p></p><p>Honestly, I think that if you ever need to come up with racial traits for human beyond a generic "we're good at everything and so get a small bonus to stats/skills," blowing stuff up and experimenting with stuff we probably shouldn't should be our species' hat. Human like big boom.</p><p></p><p></p><p>Well, in the real world, the more threats there are, the more people focus on creating tools to deal with those threats... like newer, better weapons. Unless you go for a post-apocalypse feel. But if you have people who have money (nobility/royalty), then they <em>will </em>get people to make newer, better, and more deadly instruments of war and means of protection, and that <em>will </em>lead to advancements in other fields as well.</p><p></p><p>(Now I want to watch Connections again.)</p><p></p><p></p><p>Problem here is that someone will eventually figure out how to make versions that don't require magic. </p><p></p><p></p><p>While Eberron is not my favorite setting, it's honestly the most logical. D&D magic is not only repeatable but reliable. A spell will always work, and always in the same way (with the <em>very </em>rare exception of spells like <em>teleport</em>). There's no rolls to cast the spells and no problems with miscasts causing problems (except for wild mages, assuming that the edition uses them), and there are no limitations as to who can cast, beyond, perhaps, a minimal Int score or (ugh) racial limitations.</p><p></p><p>So logically, <em>unless </em>the GM introduces something into the setting that seriously limits spellcasting in some way (either rules or some sort of in-fiction limitation), every D&D setting <em>should </em>be magitech. And if the GM <em>does </em>introduce something that limits casting, then there <em>should </em>be higher levels of real-world tech. Including guns. </p><p></p><p>(Or you can just go "%&*! logic" and simply not have them in the world. And if a player wants to <em>create </em>them, well, they're playing with explosives and have to roll <em>really well </em>not not die while doing it. Or simply set your game in the stone or bronze ages, not the iron/medieval/renaissance periods that are typical.)</p><p></p><p>In thinking about it, it might be better to simply have magic be the real-world equivalent of electronics, not mechanics--let the nonmagical folk create their tech, but they'll be building with clockworks and steam and primitive internal combustion while the wizards have computers with AI (bound spirit) and holographic (illusory) interface that let them hack the world, Mage: the Ascension style. At least that way, if someone magic-less mortal tries to reverse engineer such a device, they'll release the spirits and probably get killed by them in the process.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9715134, member: 6915329"] Don't see why you'd need faux-Chinese when you have dwarfs, gnomes, and dozens of other sentient species who have a reason to blow things up and a tendency to experiment with materials and chemicals. And even if they never do it, humans have a tendency to blow things up and experiment with materials and chemicals. Honestly, I think that if you ever need to come up with racial traits for human beyond a generic "we're good at everything and so get a small bonus to stats/skills," blowing stuff up and experimenting with stuff we probably shouldn't should be our species' hat. Human like big boom. Well, in the real world, the more threats there are, the more people focus on creating tools to deal with those threats... like newer, better weapons. Unless you go for a post-apocalypse feel. But if you have people who have money (nobility/royalty), then they [I]will [/I]get people to make newer, better, and more deadly instruments of war and means of protection, and that [I]will [/I]lead to advancements in other fields as well. (Now I want to watch Connections again.) Problem here is that someone will eventually figure out how to make versions that don't require magic. While Eberron is not my favorite setting, it's honestly the most logical. D&D magic is not only repeatable but reliable. A spell will always work, and always in the same way (with the [I]very [/I]rare exception of spells like [I]teleport[/I]). There's no rolls to cast the spells and no problems with miscasts causing problems (except for wild mages, assuming that the edition uses them), and there are no limitations as to who can cast, beyond, perhaps, a minimal Int score or (ugh) racial limitations. So logically, [I]unless [/I]the GM introduces something into the setting that seriously limits spellcasting in some way (either rules or some sort of in-fiction limitation), every D&D setting [I]should [/I]be magitech. And if the GM [I]does [/I]introduce something that limits casting, then there [I]should [/I]be higher levels of real-world tech. Including guns. (Or you can just go "%&*! logic" and simply not have them in the world. And if a player wants to [I]create [/I]them, well, they're playing with explosives and have to roll [I]really well [/I]not not die while doing it. Or simply set your game in the stone or bronze ages, not the iron/medieval/renaissance periods that are typical.) In thinking about it, it might be better to simply have magic be the real-world equivalent of electronics, not mechanics--let the nonmagical folk create their tech, but they'll be building with clockworks and steam and primitive internal combustion while the wizards have computers with AI (bound spirit) and holographic (illusory) interface that let them hack the world, Mage: the Ascension style. At least that way, if someone magic-less mortal tries to reverse engineer such a device, they'll release the spirits and probably get killed by them in the process. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top