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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Ahnehnois" data-source="post: 6144114" data-attributes="member: 17106"><p>Those are also two examples that are clearly not class abilities for those characters. The archer simply has a powerful item, and the fighter has taken a feat or simply made a series of checks if you like the UA incantation rules (which are a nice concet). They are not part of the standard training and experience that those classes represent. If you're arguing that characters should be able to access those types of abilities, I agree. That doesn't mean we need a new class that makes an archer that duplicates the function of an evoker or a fighter that duplicates the function of a necromancer.</p><p></p><p>There have always been rules for natural healing. There are also rules for improving it. There are variant rules for changing the rate of healing. Again, these are all fine, but the notion that clerical instant healing is required to play or that a nonmagical class must be not only able to do it but be largely built around it does not follow.</p><p></p><p>Realism, as always, is overstating the issue. Logic and consistency are more apt goals. I'd say the rotten part is the people who have this opinion about magic. Magic isn't "special", simply different. D&D has pretty clear precedents on what makes magical abilities different from nomagical ones. They're accessed differently, and they have specific limitations and specific capabilities you don't see in the base game. There's nothing wrong with that. Plenty of people have played nonmagical characters in all editions of D&D with out developing an inferiority complex about it.</p><p></p><p>If magic didn't change the world by its very existence, if having it didn't allow characters to do things they couldn't do otherwise, it wouldn't be magic would it? After all, the "type of fiction D&D has always sought to emulate" certainly doesn't treat it that way.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6144114, member: 17106"] Those are also two examples that are clearly not class abilities for those characters. The archer simply has a powerful item, and the fighter has taken a feat or simply made a series of checks if you like the UA incantation rules (which are a nice concet). They are not part of the standard training and experience that those classes represent. If you're arguing that characters should be able to access those types of abilities, I agree. That doesn't mean we need a new class that makes an archer that duplicates the function of an evoker or a fighter that duplicates the function of a necromancer. There have always been rules for natural healing. There are also rules for improving it. There are variant rules for changing the rate of healing. Again, these are all fine, but the notion that clerical instant healing is required to play or that a nonmagical class must be not only able to do it but be largely built around it does not follow. Realism, as always, is overstating the issue. Logic and consistency are more apt goals. I'd say the rotten part is the people who have this opinion about magic. Magic isn't "special", simply different. D&D has pretty clear precedents on what makes magical abilities different from nomagical ones. They're accessed differently, and they have specific limitations and specific capabilities you don't see in the base game. There's nothing wrong with that. Plenty of people have played nonmagical characters in all editions of D&D with out developing an inferiority complex about it. If magic didn't change the world by its very existence, if having it didn't allow characters to do things they couldn't do otherwise, it wouldn't be magic would it? After all, the "type of fiction D&D has always sought to emulate" certainly doesn't treat it that way. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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