Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Truly Understanding the Martials & Casters discussion (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 8546480" data-attributes="member: 7635"><p>D&D isn't that kind of "narrative-first" driven game though. A narrative-first driven game would say "Any PC with the charm ability can charm a foe", it doesn't matter if your wizard uses a charm spell or your swashbuckler naturally talks the pants of every person they meet, as long as you expend the proper resource to use it. Lots of RPGs use this sort of system, (Mutants and Mastermind's is built entirely off this sort of effect-first, rationale-later system) but D&D has commonly put the source of power as a limit to the type of effect it can produce (with some large variance across editions). Wizard magic never heals, etc. The closest D&D ever got to it was 4e, where "magic" was basically broken into a large collection of attack + rider effects (with non-combat magic being relegated to rituals) so that a fighter swinging making his Sweeping Attack and a wizard casting "Aura of Flame" did more-or-less the same thing (damage to all creatures in an AoE) with only the type of damage and implement used changing. </p><p></p><p>Which leads to the biggest problem with this divide: if a Fighter can do things currently only doable by magic and do it in a way that it itself is nonmagical (such as jumping 60 ft) then either the fighter is now "doing magic" by another name (divine blood, psionics, mutant powers, radioactive spider bite) or the magic spell is a crutch for a caster to do what a talented person can do "naturally" and isn't all that "magical" (in the sense that magic stops being things that cannot be done normally and becomes technology to enable people to do things others can do naturally). Either the fighter becomes "magical" or the wizard stops being "magical". There is no have-your-cake-and-eat-it-too option. </p><p></p><p>Again, if game was more like Mutants and Masterminds, where I spend X points to acquire the "Fly" ability and decide if I do it through magical spells, superhero ability, biological wings, or a superpowered jetpack, then you could achieve caster/noncaster polarity. That would require a massive, fundamental change to how D&D is conceived and played to work though. I guess it could happen (I wouldn't have expected the change to races that have emerged in the last year if you asked me in 2015) but it would be as big a change to the system as 4e was to 3e.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8546480, member: 7635"] D&D isn't that kind of "narrative-first" driven game though. A narrative-first driven game would say "Any PC with the charm ability can charm a foe", it doesn't matter if your wizard uses a charm spell or your swashbuckler naturally talks the pants of every person they meet, as long as you expend the proper resource to use it. Lots of RPGs use this sort of system, (Mutants and Mastermind's is built entirely off this sort of effect-first, rationale-later system) but D&D has commonly put the source of power as a limit to the type of effect it can produce (with some large variance across editions). Wizard magic never heals, etc. The closest D&D ever got to it was 4e, where "magic" was basically broken into a large collection of attack + rider effects (with non-combat magic being relegated to rituals) so that a fighter swinging making his Sweeping Attack and a wizard casting "Aura of Flame" did more-or-less the same thing (damage to all creatures in an AoE) with only the type of damage and implement used changing. Which leads to the biggest problem with this divide: if a Fighter can do things currently only doable by magic and do it in a way that it itself is nonmagical (such as jumping 60 ft) then either the fighter is now "doing magic" by another name (divine blood, psionics, mutant powers, radioactive spider bite) or the magic spell is a crutch for a caster to do what a talented person can do "naturally" and isn't all that "magical" (in the sense that magic stops being things that cannot be done normally and becomes technology to enable people to do things others can do naturally). Either the fighter becomes "magical" or the wizard stops being "magical". There is no have-your-cake-and-eat-it-too option. Again, if game was more like Mutants and Masterminds, where I spend X points to acquire the "Fly" ability and decide if I do it through magical spells, superhero ability, biological wings, or a superpowered jetpack, then you could achieve caster/noncaster polarity. That would require a massive, fundamental change to how D&D is conceived and played to work though. I guess it could happen (I wouldn't have expected the change to races that have emerged in the last year if you asked me in 2015) but it would be as big a change to the system as 4e was to 3e. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Truly Understanding the Martials & Casters discussion (+)
Top