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Story Hour
The Liberation of Tenh (updated April 24)
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<blockquote data-quote="Barastrondo" data-source="post: 1119279" data-attributes="member: 3820"><p>Of course, this also goes farther when you're dealing with different traditions. It's hard to imagine a druid, a cleric, a sorcerer and a wizard all agreeing that they all cast the same spell called <em>bear's endurance</em>, if the setting is colorful enough. If the druid is invoking the power of Father Wolf, the cleric is calling on a forge-god, the sorcerer draws her power from the earth-magic in her blood (darn dao grand-dad) and the wizard learned his spell from his necromancer mentor, would it really be the same spell in the setting, even if it had the same game mechanics? I'd assume it'd be four separate spells (or even "prayers," if your clerics aren't the sort to say that they "cast spells") — <em>wolf's endurance</em>, <em>blessing of vigor</em>, <em>earth's fortitude</em> and <em>tireless perseverance</em>. If they even had names at all.</p><p></p><p>A little thing like point of origin might necessitate people to further differentiate between spells — even if two SUVs from different manufacturers are functionally the same vehicle (at least from a game mechanics point of view), we still point out that one's a Jeep and one's a Chevy. </p><p></p><p>I don't mind proper spell names being tossed around in a story hour by any means, particularly when it takes place in such a classic couldn't-be-anything-but-D&D setting like Greyhawk. (Pris' complaint about continually saving Furyondian bacon? Priceless.) But I don't necessarily think that the characters in a D&D game necessarily see things in the same game-mechanics point of view that we clever gamers/readers do. It all depends on the setting.</p><p></p><p>Of course, this <em>is</em> Greyhawk in full bloom we're observing here. If it weren't for 3e/3.5, Regda would be giving her level away every time she introduced herself as a Myrmidon.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1119279, member: 3820"] Of course, this also goes farther when you're dealing with different traditions. It's hard to imagine a druid, a cleric, a sorcerer and a wizard all agreeing that they all cast the same spell called [i]bear's endurance[/i], if the setting is colorful enough. If the druid is invoking the power of Father Wolf, the cleric is calling on a forge-god, the sorcerer draws her power from the earth-magic in her blood (darn dao grand-dad) and the wizard learned his spell from his necromancer mentor, would it really be the same spell in the setting, even if it had the same game mechanics? I'd assume it'd be four separate spells (or even "prayers," if your clerics aren't the sort to say that they "cast spells") — [i]wolf's endurance[/i], [i]blessing of vigor[/i], [i]earth's fortitude[/i] and [i]tireless perseverance[/i]. If they even had names at all. A little thing like point of origin might necessitate people to further differentiate between spells — even if two SUVs from different manufacturers are functionally the same vehicle (at least from a game mechanics point of view), we still point out that one's a Jeep and one's a Chevy. I don't mind proper spell names being tossed around in a story hour by any means, particularly when it takes place in such a classic couldn't-be-anything-but-D&D setting like Greyhawk. (Pris' complaint about continually saving Furyondian bacon? Priceless.) But I don't necessarily think that the characters in a D&D game necessarily see things in the same game-mechanics point of view that we clever gamers/readers do. It all depends on the setting. Of course, this [i]is[/i] Greyhawk in full bloom we're observing here. If it weren't for 3e/3.5, Regda would be giving her level away every time she introduced herself as a Myrmidon. [/QUOTE]
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