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The extreme proliferation of magic in D&D
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<blockquote data-quote="Wombat" data-source="post: 2629721" data-attributes="member: 8447"><p>Wow, I've never seen my named evoked so often in a thread! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>After reading through all the posts here this morning (yep, from the beginning), I think part of the question comes down to a level of base perception -- what are you trying to model in your rpg?</p><p></p><p>Here is one overly simplistic dichotomy:</p><p></p><p>Several people, myself included, are trying to run games based on generalized notions taken from novels and myths, most if not all of which are either non- or pre-D&D in their settings and origins. Such books, as has been pointed out, do not detail a lot of magical items or even magical spells. As such we tend to find the number of magical items and spells in D&D to be rather heavy handed.</p><p></p><p>A number of other people, however, talk in terms of video/computer games. In these it is quite expected that you will run across a <em>lot</em> of small boosts all the time, whether they be elixirs, magic weapons, bonus coins, or whathaveyou. As such there would be strong expectation that the rpg should include lots of magical items to gain as power-ups. </p><p></p><p>Of course this may also be a cart-and-horse situation, in that it may be that D&D affected what people expected to find and the computer/video games matched the rpg in the first place, but I'll leave that for later arguments...</p><p></p><p>The point is this: depending on what your baseline expectations are, D&D is either perfectly in line with what you want/expect in terms of magical power or it is over done. Same game, massively different expectations. This is why I tell people I play D20, but not D&D. I don't use the RAW because they bother me. I don't really look upon the D20 rules, especially as written, as a great set of generic rules, but they are popular so a lot of us do a large amount of tinkering with the rules because it is often easier to tweak the rules and draw players in to the game than to try and use an entirely different set of rules and not be able to find players. Definitely in my case it was a matter of "gaming survival" that pushed me into playing D&D 3.0, which quickly became a different sort of game under my merciless house rulings. Thus I have attempted to force the rules into the setting, rather than find the right set of rules <em>for</em> the setting simply because, with such a brand-name conscious society, it was the easiest way to attract players and keep gaming.</p></blockquote><p></p>
[QUOTE="Wombat, post: 2629721, member: 8447"] Wow, I've never seen my named evoked so often in a thread! :confused: After reading through all the posts here this morning (yep, from the beginning), I think part of the question comes down to a level of base perception -- what are you trying to model in your rpg? Here is one overly simplistic dichotomy: Several people, myself included, are trying to run games based on generalized notions taken from novels and myths, most if not all of which are either non- or pre-D&D in their settings and origins. Such books, as has been pointed out, do not detail a lot of magical items or even magical spells. As such we tend to find the number of magical items and spells in D&D to be rather heavy handed. A number of other people, however, talk in terms of video/computer games. In these it is quite expected that you will run across a [I]lot[/I] of small boosts all the time, whether they be elixirs, magic weapons, bonus coins, or whathaveyou. As such there would be strong expectation that the rpg should include lots of magical items to gain as power-ups. Of course this may also be a cart-and-horse situation, in that it may be that D&D affected what people expected to find and the computer/video games matched the rpg in the first place, but I'll leave that for later arguments... The point is this: depending on what your baseline expectations are, D&D is either perfectly in line with what you want/expect in terms of magical power or it is over done. Same game, massively different expectations. This is why I tell people I play D20, but not D&D. I don't use the RAW because they bother me. I don't really look upon the D20 rules, especially as written, as a great set of generic rules, but they are popular so a lot of us do a large amount of tinkering with the rules because it is often easier to tweak the rules and draw players in to the game than to try and use an entirely different set of rules and not be able to find players. Definitely in my case it was a matter of "gaming survival" that pushed me into playing D&D 3.0, which quickly became a different sort of game under my merciless house rulings. Thus I have attempted to force the rules into the setting, rather than find the right set of rules [I]for[/I] the setting simply because, with such a brand-name conscious society, it was the easiest way to attract players and keep gaming. [/QUOTE]
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