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<blockquote data-quote="Kareyev" data-source="post: 1651010" data-attributes="member: 4823"><p>I actually played a diviner who created a "Locate the merchant who'll pay me best for my product" spell. DM wouldn't go for it, but I tried. </p><p></p><p>I never really thought about it, but 3.x D&D has a built in mechinism to support having a heavy combat focused spell set. The best way to get xp, which is needed to power magic items and cast more powerful spells, is to kill something. The more powerful the something, the more xp you get. Sure there are story awards, role playing awards, and a bunch of house rules to get xp's other ways, but the most emphaised way to get xp in the core rule books is via combat. Therefore most spells will be geared to getting xp (i.e. combat). So you need to kill so you can get more xp, so you can cast more powerful spells, so you can kill more powerful foes, so you can get xp ... (vicious little circle isn't it? <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>Of course there are other ways to set magic up. I really liked C.S. Friedman's Coldfire trilogy. I cannot get into the hows and whys without ruining the books, but basically magic (and physics) all work on faith. One person believes the airplane can't fly and it falls out of the air. Say bye-bye to complex technology and hello to powerful folk tales. Of course someone believes "that stick you have is no wand" the power goes away. Better make that magic item very recognizeable!</p><p></p><p>Then there was Shark's (and others) argument that with the typical D&D setup where a science like magic and generations of beings that have created magic items result in the day to day world filled with magic do-dads. This includes magic refrigerators which were made to feed troops and communication networks. Good old Shark. Were he only here to kick this thread into high gear. Personally I think with the D&D rules this is what would happen.</p><p></p><p>As Crothian said it would really come down to how new magic is generated. If it is like science (formula based and recreatable) then the result would be similar to science. If it is something else then it comes down to what that something else is.</p></blockquote><p></p>
[QUOTE="Kareyev, post: 1651010, member: 4823"] I actually played a diviner who created a "Locate the merchant who'll pay me best for my product" spell. DM wouldn't go for it, but I tried. I never really thought about it, but 3.x D&D has a built in mechinism to support having a heavy combat focused spell set. The best way to get xp, which is needed to power magic items and cast more powerful spells, is to kill something. The more powerful the something, the more xp you get. Sure there are story awards, role playing awards, and a bunch of house rules to get xp's other ways, but the most emphaised way to get xp in the core rule books is via combat. Therefore most spells will be geared to getting xp (i.e. combat). So you need to kill so you can get more xp, so you can cast more powerful spells, so you can kill more powerful foes, so you can get xp ... (vicious little circle isn't it? :) ) Of course there are other ways to set magic up. I really liked C.S. Friedman's Coldfire trilogy. I cannot get into the hows and whys without ruining the books, but basically magic (and physics) all work on faith. One person believes the airplane can't fly and it falls out of the air. Say bye-bye to complex technology and hello to powerful folk tales. Of course someone believes "that stick you have is no wand" the power goes away. Better make that magic item very recognizeable! Then there was Shark's (and others) argument that with the typical D&D setup where a science like magic and generations of beings that have created magic items result in the day to day world filled with magic do-dads. This includes magic refrigerators which were made to feed troops and communication networks. Good old Shark. Were he only here to kick this thread into high gear. Personally I think with the D&D rules this is what would happen. As Crothian said it would really come down to how new magic is generated. If it is like science (formula based and recreatable) then the result would be similar to science. If it is something else then it comes down to what that something else is. [/QUOTE]
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