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Removing Magic (Items) from 4E
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<blockquote data-quote="CapnZapp" data-source="post: 4598491" data-attributes="member: 12731"><p>Don't forget that 4E is already much easier to strip of magic (than 3E). </p><p></p><p>This is of course because 4E have done away with much (if not all) of the utility previously possessed by spellcasters. </p><p></p><p>The critical difference is that, in previous editions, you could <strong>assume</strong> the party had access to certain spells. (The worst case was that you needed to wait one day, until the Wizard had time to prepare it). You could make the adventure <strong>depend</strong> on the group having this or that spell. </p><p></p><p>Speak with Dead. Find the Path. The Scrying Teleport Express. You know the ones I'm talking about.</p><p></p><p>And boy did D&D adventures depend on these spells! That's the single most important reason so many D&D adventures suck if the DM didn't particulary care for Gygaxian disco effects or you wish to use them in a non-default setting (where "non-default" means "without a shitload of magic").</p><p></p><p>Now, spellcasters can only be assumed to have the attack spells. Which is great! Perhaps surprisingly, because these spells do separate fantastical magic users from mundane worlds. But in one sense, these spells have always been the easiest to adjucate - the spells least likely to break an adventure or campaign world.</p><p></p><p>You can't short-circuit a whodunnit or jump over the castle defenses with a Fireball after all.</p><p></p><p>Now all those bothersome spells have been remade as rituals (probably for that very reason!). Which brings about an important difference. <strong>No character can be assumed to have any one of these.</strong> This means adventures can't be written as sloppily as before, because now the designer must think of several solutions, not just the simplistic "cast the spell or go find someone who casts the spell".</p><p></p><p>Finally, the power to create adventures have been put where it belongs. In the hands of the DM. <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><span style="font-size: 9px">And, I might add, taken out of the hands of the disciples of the Monte Cook school of adventure design...</span></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4598491, member: 12731"] Don't forget that 4E is already much easier to strip of magic (than 3E). This is of course because 4E have done away with much (if not all) of the utility previously possessed by spellcasters. The critical difference is that, in previous editions, you could [B]assume[/B] the party had access to certain spells. (The worst case was that you needed to wait one day, until the Wizard had time to prepare it). You could make the adventure [B]depend[/B] on the group having this or that spell. Speak with Dead. Find the Path. The Scrying Teleport Express. You know the ones I'm talking about. And boy did D&D adventures depend on these spells! That's the single most important reason so many D&D adventures suck if the DM didn't particulary care for Gygaxian disco effects or you wish to use them in a non-default setting (where "non-default" means "without a shitload of magic"). Now, spellcasters can only be assumed to have the attack spells. Which is great! Perhaps surprisingly, because these spells do separate fantastical magic users from mundane worlds. But in one sense, these spells have always been the easiest to adjucate - the spells least likely to break an adventure or campaign world. You can't short-circuit a whodunnit or jump over the castle defenses with a Fireball after all. Now all those bothersome spells have been remade as rituals (probably for that very reason!). Which brings about an important difference. [B]No character can be assumed to have any one of these.[/B] This means adventures can't be written as sloppily as before, because now the designer must think of several solutions, not just the simplistic "cast the spell or go find someone who casts the spell". Finally, the power to create adventures have been put where it belongs. In the hands of the DM. :-) [SIZE="1"]And, I might add, taken out of the hands of the disciples of the Monte Cook school of adventure design...[/SIZE] [/QUOTE]
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