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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Residuum: A Re-Fluffing
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<blockquote data-quote="Ruin Explorer" data-source="post: 4221197" data-attributes="member: 18"><p>I must admit, I'm a bit mystified by the purpose of this residuum stuff (and I wish it had a less silly name). Surely players have access to whatever items the GM wants them to? Why introduce a whole other system (and associated fluff) unless we're looking at a game that's intended to be potentially GM-less?</p><p></p><p>Personally I think tiny bit of fluff we have for this so is dreadful, in that it's uninspiring and diminishes the status of magic rather than exalting it, and generally further Eberron-ifies D&D (not WoW-ifies). I'm sure, if you like the "magic is technology" angle of Eberron, that's totally rocking. If you like, y'know, medieval high fantasy, though, like D&D kinda was once, it's kind of grotesque.</p><p></p><p>I think the idea of spirits a lot than the idea of dodgy magic essence (eugh) being extracted from things.</p><p></p><p><strong>Duelpersonality</strong> - But it makes no sense to regard magic that way unless you don't regard magic as magical, but merely a kind of energy, like electricity or what-have-you. If you do, then that view has some sense, and essentially what you're doing is a kind of engineering.</p><p></p><p>If, on the other hand, you view magic as actual magic, as something that bends and breaks the laws of reality rather than being subject to them, it doesn't necessary follow that you can simply "draw out" the power of one object and put it in another. It would actually make somewhat more sense if you regarded the item as having a kind of spirit which was perhaps transferrable.</p><p></p><p>To me it seems like this issue splits people because some people see magic as magical, and other just see as a kind of energy or force that exists in the D&D universe, and that's as vulnerable to harnessing and control as any other.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 4221197, member: 18"] I must admit, I'm a bit mystified by the purpose of this residuum stuff (and I wish it had a less silly name). Surely players have access to whatever items the GM wants them to? Why introduce a whole other system (and associated fluff) unless we're looking at a game that's intended to be potentially GM-less? Personally I think tiny bit of fluff we have for this so is dreadful, in that it's uninspiring and diminishes the status of magic rather than exalting it, and generally further Eberron-ifies D&D (not WoW-ifies). I'm sure, if you like the "magic is technology" angle of Eberron, that's totally rocking. If you like, y'know, medieval high fantasy, though, like D&D kinda was once, it's kind of grotesque. I think the idea of spirits a lot than the idea of dodgy magic essence (eugh) being extracted from things. [B]Duelpersonality[/B] - But it makes no sense to regard magic that way unless you don't regard magic as magical, but merely a kind of energy, like electricity or what-have-you. If you do, then that view has some sense, and essentially what you're doing is a kind of engineering. If, on the other hand, you view magic as actual magic, as something that bends and breaks the laws of reality rather than being subject to them, it doesn't necessary follow that you can simply "draw out" the power of one object and put it in another. It would actually make somewhat more sense if you regarded the item as having a kind of spirit which was perhaps transferrable. To me it seems like this issue splits people because some people see magic as magical, and other just see as a kind of energy or force that exists in the D&D universe, and that's as vulnerable to harnessing and control as any other. [/QUOTE]
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Residuum: A Re-Fluffing
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