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The extreme proliferation of magic in D&D
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<blockquote data-quote="Hussar" data-source="post: 2629131" data-attributes="member: 22779"><p>Just a thought on the idea that "DND doesn't support my campaign setting of choice."</p><p></p><p>When comparing magic items in a novel to the magic items in the game it is important to remember that magic items in a novel are NOT setting elements. They are PLOT elements. The author gives item X to character Y to overcome hurdle Z. You don't give a funky potion to your hero in the beginning of the story and then never have him use it. </p><p></p><p>However, in the game, this happens all the time. People get all sorts of magic items that they never use. Happens all the time. So, when people start to say that, "Well the Fellowship didn't need a golf bag full of magic items." the simplest answer is, "Well, duhhh. Of course they didn't. Tolkein didn't bother to give them any because it wouldn't make sense in a novel."</p><p></p><p>It makes perfect sense for guards in Eberron to walk around with magic swords and a wizard. You have creatures out there that are more or less immune to normal weapons. Sending out patrols without magic weapons is just delivering pizza to the bad guys. </p><p></p><p>To some extent, the system always dictates the setting. It has to. Unless you make massive adjustments to DnD, you require a fair level of magic in use. There are fairly low level creatures like Wights who need magic weapons to be hit. These creatures make more of themselves every time they kill. The only thing that would keep them in check is constantly being killed by people with magic weapons. Take away the magic weapons and, logically, wights and other undead should stomp all over your setting. Never mind other critters.</p><p></p><p>Be careful not to confuse plot elements with setting elements. It makes the discussion much more difficult if you do.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2629131, member: 22779"] Just a thought on the idea that "DND doesn't support my campaign setting of choice." When comparing magic items in a novel to the magic items in the game it is important to remember that magic items in a novel are NOT setting elements. They are PLOT elements. The author gives item X to character Y to overcome hurdle Z. You don't give a funky potion to your hero in the beginning of the story and then never have him use it. However, in the game, this happens all the time. People get all sorts of magic items that they never use. Happens all the time. So, when people start to say that, "Well the Fellowship didn't need a golf bag full of magic items." the simplest answer is, "Well, duhhh. Of course they didn't. Tolkein didn't bother to give them any because it wouldn't make sense in a novel." It makes perfect sense for guards in Eberron to walk around with magic swords and a wizard. You have creatures out there that are more or less immune to normal weapons. Sending out patrols without magic weapons is just delivering pizza to the bad guys. To some extent, the system always dictates the setting. It has to. Unless you make massive adjustments to DnD, you require a fair level of magic in use. There are fairly low level creatures like Wights who need magic weapons to be hit. These creatures make more of themselves every time they kill. The only thing that would keep them in check is constantly being killed by people with magic weapons. Take away the magic weapons and, logically, wights and other undead should stomp all over your setting. Never mind other critters. Be careful not to confuse plot elements with setting elements. It makes the discussion much more difficult if you do. [/QUOTE]
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The extreme proliferation of magic in D&D
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