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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: 6144293" data-attributes="member: 90669"><p>Why shouldn't they be? I've always held, for exemple that counting the arrows your character shoot so he/she can run out is silly when a spellcaster can't run out of spell components. So, if my concept is "this guy has gear that allows this effect", and that effect is already present in another class, but flavoured differently, why is that a problem? </p><p></p><p> </p><p></p><p>Nope, my guy went to a special school to learn what he did, or maybe he had a trainer that used the same style. Maybe he just Macguyver'd it after being impressed by an alchemist's tricks. I haven't decided yet. How is that more problematic than "went to Hogswart". As for necro-fighter, yeah sure, he could just have picked a "ritualist" feat, or the equivalent background or something. I'll concede on that point.</p><p></p><p> </p><p></p><p>No need for a new class either, make the existing ones work that way.</p><p></p><p></p><p></p><p>Sure, but the rules are badly designed considering HPs are not only meat and blood.</p><p></p><p> </p><p></p><p>Magical healing used to be the sole province of the cleric (with some minor healing being awarded to the druid). The reason behind this was... sketchy at best (something about how giving wizards healing abilities would make them too strong, I think). Then, in 3.X, shock and amazement! the bard can cure. So that whole "arcane magic cannot heal" thing got thrown in the garbage, but it still didn't answer the question of : "if hit points are what the description of them in the rulebooks say what they are, how come it takes forever to recover 'mostly' my 'agility, luck, and/or magical properties' without magical aid?" (paraphrased and translated from 1st Ed PHb)</p><p></p><p>Clerics/Spellcasters, going by this rule, have no right to have sole control over healing. Period. And "natural healing" needs to represent that fact too. Next is the first edition in the going-on 40 years of the game redefining this central tenet.</p><p></p><p>Characters get hurt in D&D, that's a fact. Whether that's from getting torched by dragon's breath, getting stabbed in the gut, getting her mind scrambled by psionics, having his life energy drained by a wraith or falling from a ladder. So if you offer a measure of a character's resilience, you have to offer ways of recovering it, and make it fit what it represents. Having more than one class capable of doing that/expediting the process is not a problem. There's more than one way of stabbing people in the face, why shouldn't there be more than one way to recover lost hit points.</p><p></p><p></p><p></p><p>Different is fine, as long as we are talking real differences : red and blue are different colours. They each have their uses, and people can state their preference clearly without one being made out to be better all the time. Both are equaly valid. The "difference" between magical and non-magical characters in D&D (mostly 3rd edition, but previous editions and Next fit the bill somewhat) is not a choice between red or blue, it's a difference between an infinite number of canvases and all the colour palettes you can imagine vs. a piece of cardboard and a sharpee. Sure, you can make the same doodle with both, but you can't paint the Mona Lisa with one of them. Can't we share the canvases and the colours more equally without sacrificing what makes each unique. Magic is limitless because it's "magic", how can you define and frame it. Non-magical is seen as mundane, the stuff of everyday life. A fighter is just some yokel with a piece of steel, why does he deserve narrative control when my Hogwarts alumni can rewrite reality to her whims? That's the disease I was talking about. </p><p></p><p>It has nothing to do with having an "inferiority complex", it's not about being jealous.</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><p>But why can't a strong sword-arm do the same. That happens in a lot of novels and movies and video games too, right?</p><p>[/QUOTE]</p>
[QUOTE="The Choice, post: 6144293, member: 90669"] Why shouldn't they be? I've always held, for exemple that counting the arrows your character shoot so he/she can run out is silly when a spellcaster can't run out of spell components. So, if my concept is "this guy has gear that allows this effect", and that effect is already present in another class, but flavoured differently, why is that a problem? Nope, my guy went to a special school to learn what he did, or maybe he had a trainer that used the same style. Maybe he just Macguyver'd it after being impressed by an alchemist's tricks. I haven't decided yet. How is that more problematic than "went to Hogswart". As for necro-fighter, yeah sure, he could just have picked a "ritualist" feat, or the equivalent background or something. I'll concede on that point. No need for a new class either, make the existing ones work that way. Sure, but the rules are badly designed considering HPs are not only meat and blood. Magical healing used to be the sole province of the cleric (with some minor healing being awarded to the druid). The reason behind this was... sketchy at best (something about how giving wizards healing abilities would make them too strong, I think). Then, in 3.X, shock and amazement! the bard can cure. So that whole "arcane magic cannot heal" thing got thrown in the garbage, but it still didn't answer the question of : "if hit points are what the description of them in the rulebooks say what they are, how come it takes forever to recover 'mostly' my 'agility, luck, and/or magical properties' without magical aid?" (paraphrased and translated from 1st Ed PHb) Clerics/Spellcasters, going by this rule, have no right to have sole control over healing. Period. And "natural healing" needs to represent that fact too. Next is the first edition in the going-on 40 years of the game redefining this central tenet. Characters get hurt in D&D, that's a fact. Whether that's from getting torched by dragon's breath, getting stabbed in the gut, getting her mind scrambled by psionics, having his life energy drained by a wraith or falling from a ladder. So if you offer a measure of a character's resilience, you have to offer ways of recovering it, and make it fit what it represents. Having more than one class capable of doing that/expediting the process is not a problem. There's more than one way of stabbing people in the face, why shouldn't there be more than one way to recover lost hit points. Different is fine, as long as we are talking real differences : red and blue are different colours. They each have their uses, and people can state their preference clearly without one being made out to be better all the time. Both are equaly valid. The "difference" between magical and non-magical characters in D&D (mostly 3rd edition, but previous editions and Next fit the bill somewhat) is not a choice between red or blue, it's a difference between an infinite number of canvases and all the colour palettes you can imagine vs. a piece of cardboard and a sharpee. Sure, you can make the same doodle with both, but you can't paint the Mona Lisa with one of them. Can't we share the canvases and the colours more equally without sacrificing what makes each unique. Magic is limitless because it's "magic", how can you define and frame it. Non-magical is seen as mundane, the stuff of everyday life. A fighter is just some yokel with a piece of steel, why does he deserve narrative control when my Hogwarts alumni can rewrite reality to her whims? That's the disease I was talking about. It has nothing to do with having an "inferiority complex", it's not about being jealous. 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] But why can't a strong sword-arm do the same. That happens in a lot of novels and movies and video games too, right? [/QUOTE]
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