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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="The Choice" data-source="post: 6144015" data-attributes="member: 90669"><p>Why can't we? Seriously. What if I want to make an archer-type fighter with a quiver full of trick arrows (like one filled with alchemical fire that bursts into a ball of flame when it hits)? What if my fighter character, traumatized by his own constant brushes with death became fascinated with it, and taught himself rituals to raise the fallen combattants from the battlefield? These are just two exemples that can be traced back to the type of fiction D&D has always sought to emulate.</p><p></p><p></p><p></p><p>But what if healing <em>wasn't</em> magical? Like it already is. If we accept that hit points are an abstraction of a lot of factors (a bit of health, a bit of morale, a bit of luck, all mixed in a nice stew) like it has in every edition of D&D ever, it makes sense that non-magical ways to "heal" (or more correctly recover hp) be included in D&D. I'm just stunned it took 4 editions (+OD&D, +Basic D&D) to understand this.</p><p></p><p>This is, again, a symptom of a disease that has rotted this game to the core : magic-users are always special, and non-magical classes are just random everybodies who can't do crap because it's not "realistic", or because it's "immersion-breaking" ("now shut up while I kill this dragon who couldn't possibly fly by throwing bat guano in the air) or because "that's how it's been since I was 12".</p></blockquote><p></p>
[QUOTE="The Choice, post: 6144015, member: 90669"] Why can't we? Seriously. What if I want to make an archer-type fighter with a quiver full of trick arrows (like one filled with alchemical fire that bursts into a ball of flame when it hits)? What if my fighter character, traumatized by his own constant brushes with death became fascinated with it, and taught himself rituals to raise the fallen combattants from the battlefield? These are just two exemples that can be traced back to the type of fiction D&D has always sought to emulate. But what if healing [I]wasn't[/I] magical? Like it already is. If we accept that hit points are an abstraction of a lot of factors (a bit of health, a bit of morale, a bit of luck, all mixed in a nice stew) like it has in every edition of D&D ever, it makes sense that non-magical ways to "heal" (or more correctly recover hp) be included in D&D. I'm just stunned it took 4 editions (+OD&D, +Basic D&D) to understand this. This is, again, a symptom of a disease that has rotted this game to the core : magic-users are always special, and non-magical classes are just random everybodies who can't do crap because it's not "realistic", or because it's "immersion-breaking" ("now shut up while I kill this dragon who couldn't possibly fly by throwing bat guano in the air) or because "that's how it's been since I was 12". [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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