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General Tabletop Discussion
*Dungeons & Dragons
Reification versus ludification in 5E/6E
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<blockquote data-quote="Lanefan" data-source="post: 9616901" data-attributes="member: 29398"><p>How far can the hand throw the caster? I mean, that counts as flight after a fashion, doesn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I also value the creativity aspect of spells, and as DM if I think somehting goes too far I'll shut it down sharp.</p><p></p><p>While this would be nice, to truly achieve it would mean either making spells very limited in what they can do (boring!) or making each write-up hugely long so as to cover every possible corner case.</p><p></p><p>Never mind that "exactly what a spell can do" also has to make plausible sense e.g. a <em>fireball</em> should set (or have a good chance of setting) flammable things alight in its AoE.</p><p></p><p>Only if the DM lets it.</p><p></p><p>There can be alternate uses for spells that don't enhance their power per se but are simply creative ways of using what's there. For example, if one rules that <em>Magic Missile</em> is in fact a pulse of force, a caster should be able to shoot one at a door* in order to generate a sound and see if anything comes through the door to investigate. Or if it's ruled that MM generates a visible effect then a caster should be able to fire one into the air as a signal flare or distress beacon.</p><p></p><p>* - that MM can only target creatures is and always has been asinine IMO.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9616901, member: 29398"] How far can the hand throw the caster? I mean, that counts as flight after a fashion, doesn't it? :) I also value the creativity aspect of spells, and as DM if I think somehting goes too far I'll shut it down sharp. While this would be nice, to truly achieve it would mean either making spells very limited in what they can do (boring!) or making each write-up hugely long so as to cover every possible corner case. Never mind that "exactly what a spell can do" also has to make plausible sense e.g. a [I]fireball[/I] should set (or have a good chance of setting) flammable things alight in its AoE. Only if the DM lets it. There can be alternate uses for spells that don't enhance their power per se but are simply creative ways of using what's there. For example, if one rules that [I]Magic Missile[/I] is in fact a pulse of force, a caster should be able to shoot one at a door* in order to generate a sound and see if anything comes through the door to investigate. Or if it's ruled that MM generates a visible effect then a caster should be able to fire one into the air as a signal flare or distress beacon. * - that MM can only target creatures is and always has been asinine IMO. [/QUOTE]
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Reification versus ludification in 5E/6E
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