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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="pemerton" data-source="post: 6147364" data-attributes="member: 42582"><p>I agree with [MENTION=11821]Obryn[/MENTION] - the problem with this is that "magic" things <em>encompasses</em> both hitting things (with lightning bolts, for instance) and sneaking about doing things others can't (via fly, invisibility and knock, for instance), plus just about every other sphere of (demi-)human adventure.</p><p></p><p>I think Marvel Heroic RP has an interesting way of handling "magic can do anything". Magical heroes (Dr Strange and his ilk) have an attack power (Mystic Blast) which mechancially plays pretty much the same as Wolverine's claws or the Punisher's gun. They also have a Sorcery ability, but this can only be used to generate buffs or debuffs, not to impose damage directly. Now within the system just about anything can be a buff (eg equipment, in the system, is mechanically treated as a buff) - so this isn't much of a restriction within the fiction. But in the gameplay it has a significant impact on the action economy - because the magical hero will be spending actions to create these buffs rather than to actually inflict "hit point" loss. Finally, these characters also have a Mystic Expert ability, but this is itself primarily a buff to other rolls ("I know an ancient Tibetan ritual that will help us with this") rather than a direct source of ability to overcome challenges.</p><p></p><p>(Apologies to those familiar with MHRP for my slight butchering of the system in the preceding description. I'm trying to translate it into D&D terms without being wildly misleading about how it works.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6147364, member: 42582"] I agree with [MENTION=11821]Obryn[/MENTION] - the problem with this is that "magic" things [I]encompasses[/I] both hitting things (with lightning bolts, for instance) and sneaking about doing things others can't (via fly, invisibility and knock, for instance), plus just about every other sphere of (demi-)human adventure. I think Marvel Heroic RP has an interesting way of handling "magic can do anything". Magical heroes (Dr Strange and his ilk) have an attack power (Mystic Blast) which mechancially plays pretty much the same as Wolverine's claws or the Punisher's gun. They also have a Sorcery ability, but this can only be used to generate buffs or debuffs, not to impose damage directly. Now within the system just about anything can be a buff (eg equipment, in the system, is mechanically treated as a buff) - so this isn't much of a restriction within the fiction. But in the gameplay it has a significant impact on the action economy - because the magical hero will be spending actions to create these buffs rather than to actually inflict "hit point" loss. Finally, these characters also have a Mystic Expert ability, but this is itself primarily a buff to other rolls ("I know an ancient Tibetan ritual that will help us with this") rather than a direct source of ability to overcome challenges. (Apologies to those familiar with MHRP for my slight butchering of the system in the preceding description. I'm trying to translate it into D&D terms without being wildly misleading about how it works.) [/QUOTE]
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Community
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[Warlords] Should D&D be tied to D&D Worlds?
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