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Things that Irk Me about DnD (Somewhat long, kinda ranty)
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<blockquote data-quote="WayneLigon" data-source="post: 1570565" data-attributes="member: 3649"><p><strong>The Arcane/Divine divide</strong> There's a fair amount of it in fantasy literature, though almost no fantasy book not inspired in some means by D&D has it where each side has magic in equal amounts. In most campaigns I run, I keep it strictly divided; the two viewpoints are generally relatively benign enemies of each other. I don't even let people multiclass arcana and divine casters of any kind in most games. </p><p> </p><p><strong>Divine Magic being healing-based</strong>. You answered your own question. It's pretty obvious that the D&D cleric model is the Knight Templar of myth that not only was a good fighter but had some mystical ability as well.</p><p> </p><p><strong>Mages being masters of magic</strong>. Probably done to keep them from being unbalanced; if they can do everything with magic, including healing and defence, then why do you need any of the other classes. Answer: you don't <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=":)" /> In other words, most of the questions related to this are 'game' related and not connected to anything resembling 'reality'. You do what you can to create niches for people so they can specialize in something. If you have a true generalist, then there's no need for classes. </p><p> </p><p><strong>Magical Sterotyping </strong>I think it's one of those things left to you. </p><p> </p><p><strong>Magic Item Dependency </strong>Don't see this in any campaign I've been in. People keep harping about it, and I never see it. If anything, I see the opposite: for the first time, people have good enough abilities to take on challenges without needing magic weapons. Usually you don't need them until you start fighting creatures that have serious resistances, and even then not all the time. You just need to do more damage to them to overcome the DR.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1570565, member: 3649"] [b]The Arcane/Divine divide[/b] There's a fair amount of it in fantasy literature, though almost no fantasy book not inspired in some means by D&D has it where each side has magic in equal amounts. In most campaigns I run, I keep it strictly divided; the two viewpoints are generally relatively benign enemies of each other. I don't even let people multiclass arcana and divine casters of any kind in most games. [b]Divine Magic being healing-based[/b]. You answered your own question. It's pretty obvious that the D&D cleric model is the Knight Templar of myth that not only was a good fighter but had some mystical ability as well. [b]Mages being masters of magic[/b]. Probably done to keep them from being unbalanced; if they can do everything with magic, including healing and defence, then why do you need any of the other classes. Answer: you don't :) In other words, most of the questions related to this are 'game' related and not connected to anything resembling 'reality'. You do what you can to create niches for people so they can specialize in something. If you have a true generalist, then there's no need for classes. [b]Magical Sterotyping [/b]I think it's one of those things left to you. [b]Magic Item Dependency [/b]Don't see this in any campaign I've been in. People keep harping about it, and I never see it. If anything, I see the opposite: for the first time, people have good enough abilities to take on challenges without needing magic weapons. Usually you don't need them until you start fighting creatures that have serious resistances, and even then not all the time. You just need to do more damage to them to overcome the DR. [/QUOTE]
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