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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Lanefan" data-source="post: 8775933" data-attributes="member: 29398"><p>Yes. That's what magic is, it's the explanation for the things in the fiction that can't be done in our own world.</p><p></p><p>And if for no other reason than pure game-play purposes, there needs to be a clear and obvious distinction between the two so as to allow dispelling or nulling effects to work as intended.</p><p></p><p>Thing is, if everyone is a little magical what then happens to these people in a null-magic zone?</p><p></p><p>And yes, I've already given this a great deal of thought over the years. In my own settings all "fantastic" creatures (i.e. anything that doesn't exist on Earth now or in the past) are to some extent magic-based and reliant on the presence of magic in the setting for their survival, and if stuck in a null-magic area will weaken and die. For very magical creatures such as Elves or Dragons this process starts immediately and kills within a few hours; for less-magical creatures it can take a few weeks or even months, but weakness followed by death is inevitable.</p><p></p><p>My players even came up with a term for this: "magic-sick".</p><p></p><p>OK, so if that's a given then go the other way: make magic powerful but add in lots of risks to using it or carrying it, and clamp down on how often it can be used. Magic items can break and maybe go 'boom' when they do. Spells can be easily interrupted and if so, they can surge wild-magic to who knows what effect(s). No more at-wills, no more non-slot rituals. Etc.</p><p></p><p>It can be done, if anyone has the cojones to do it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8775933, member: 29398"] Yes. That's what magic is, it's the explanation for the things in the fiction that can't be done in our own world. And if for no other reason than pure game-play purposes, there needs to be a clear and obvious distinction between the two so as to allow dispelling or nulling effects to work as intended. Thing is, if everyone is a little magical what then happens to these people in a null-magic zone? And yes, I've already given this a great deal of thought over the years. In my own settings all "fantastic" creatures (i.e. anything that doesn't exist on Earth now or in the past) are to some extent magic-based and reliant on the presence of magic in the setting for their survival, and if stuck in a null-magic area will weaken and die. For very magical creatures such as Elves or Dragons this process starts immediately and kills within a few hours; for less-magical creatures it can take a few weeks or even months, but weakness followed by death is inevitable. My players even came up with a term for this: "magic-sick". OK, so if that's a given then go the other way: make magic powerful but add in lots of risks to using it or carrying it, and clamp down on how often it can be used. Magic items can break and maybe go 'boom' when they do. Spells can be easily interrupted and if so, they can surge wild-magic to who knows what effect(s). No more at-wills, no more non-slot rituals. Etc. It can be done, if anyone has the cojones to do it. [/QUOTE]
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