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<blockquote data-quote="Ruin Explorer" data-source="post: 6344975" data-attributes="member: 18"><p>Hitcher, honest question, why do you always take what I say to mean something really extreme? <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>The space between "outright goofy" and "super-serious" is pretty massive. 95% of D&D games I've played were somewhere in that space. 2E, in my experience, tended towards the serious, because it was all presented in a very serious tone and there was silly stuff, but it tended to be tucked away. Whereas 3E tended towards the goofy, pretty strongly, right from get get-go, when you were summoning Celestial Badgers and leaping around with double-swords, and so on. 4E was somewhere in between those, in my experience, sillier than 2E, but easier to take seriously than Celestial Badgers. 5E seems to be in a similar place to 4E.</p><p></p><p>In the grand scheme of RPGs, D&D is perhaps slightly closer to the goofy end of the axis than the serious end, design-wise, but it's still very near the middle (all IMO).</p><p></p><p></p><p></p><p>I think Earthdawn and many others show that it's possible to both quantify magic enough to make it totally playable and to have "everyday magic" without making it un-magical, but let's be fair, D&D was operating in a vacuum, in the dark, they had no idea what a magic system could or should like, and by that standard, it's not bad for magic-ness. But it's the obsession with neat little "spells" that both increases D&D's goofy-ness and makes the magic seem "scientific". I do wish that, for semi-magic classes (Ranger or Paladin, for example) who weren't primarily "about spells", in 5E, they'd gone with more 4E-style "magic powers", which defy the sort of analysis spells are subject to. But hey, they sort of have, with Barbarians/Monks. So, not bad. Trinkets are definitely an example of how to do it right.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6344975, member: 18"] Hitcher, honest question, why do you always take what I say to mean something really extreme? :) The space between "outright goofy" and "super-serious" is pretty massive. 95% of D&D games I've played were somewhere in that space. 2E, in my experience, tended towards the serious, because it was all presented in a very serious tone and there was silly stuff, but it tended to be tucked away. Whereas 3E tended towards the goofy, pretty strongly, right from get get-go, when you were summoning Celestial Badgers and leaping around with double-swords, and so on. 4E was somewhere in between those, in my experience, sillier than 2E, but easier to take seriously than Celestial Badgers. 5E seems to be in a similar place to 4E. In the grand scheme of RPGs, D&D is perhaps slightly closer to the goofy end of the axis than the serious end, design-wise, but it's still very near the middle (all IMO). I think Earthdawn and many others show that it's possible to both quantify magic enough to make it totally playable and to have "everyday magic" without making it un-magical, but let's be fair, D&D was operating in a vacuum, in the dark, they had no idea what a magic system could or should like, and by that standard, it's not bad for magic-ness. But it's the obsession with neat little "spells" that both increases D&D's goofy-ness and makes the magic seem "scientific". I do wish that, for semi-magic classes (Ranger or Paladin, for example) who weren't primarily "about spells", in 5E, they'd gone with more 4E-style "magic powers", which defy the sort of analysis spells are subject to. But hey, they sort of have, with Barbarians/Monks. So, not bad. Trinkets are definitely an example of how to do it right. [/QUOTE]
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