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<blockquote data-quote="Lord Twig" data-source="post: 6825238" data-attributes="member: 31754"><p>You obviously didn't read what I said. I don't ignore the Bard example. I state quite clearly that it has the exact same problem. Likewise the Mastermind Rogue and Battlemaster Fighter, same problem. They already require other people's characters to react a certain way to the inspiring character, whether it fits your character concept or not.</p><p></p><p></p><p></p><p>Yes, there are people that are inspiring. They can convince people to fight for a cause, but once they are fighting I doubt they can make them fight any better. Certainly not on a blow by blow basis. Someone mentioned a boxing coach. Do you really thing a boxer is twice as effective if the coach is in the corner saying, "Hit him again! Hit him harder!" Really?</p><p></p><p>And as you mention, some of this is already in the game, that does not automatically make it good.</p><p></p><p></p><p></p><p>There is nothing inconsistent about magic in D&D. It makes sense in the fictional world. It has its own rules, and it follows them.</p><p></p><p></p><p></p><p>Honestly I would allow a save against beneficial magic if the player decided his character wouldn't accept it. I can only assume they left it out because it is a pretty rare case where you wouldn't want it.</p><p></p><p>And again, it is not the granting of the attack that is the problem. It is the fact that my character has to be inspired by your character to gain the effect. No only that, but he gains the effect whether I want my character to be inspired or not. I can choose to not use the effect, but it doesn't change the fact that my character <em>was</em> inspired, against my will, and can take an extra attack now. Refusing to use it doesn't change that.</p><p></p><p></p><p></p><p>Yes, exactly. You don't need to believe in magic, or gods and goddesses. It doesn't matter if you are a believer or not. The Paladin's faith creates a magic effect. A Cleric's Flame Strike is also a magical effect, it requires no belief or inspiration or anything on the part of the targets to get burned. Likewise a Bless, as a magical effect, boosts your chance to hit with weapons whether you agree with the doctrine of the god granting the effect or not.</p><p></p><p>Remember, magic is science in the D&D world. So it's the same as if a dedicated faith healer gets a shot of antibiotics in our world. It doesn't matter if he thinks science is evil or working against god's will or whatever. The antibiotics are going to work. Because they factually work. No belief necessary.</p><p></p><p></p><p></p><p>And now I have explained why it works. <em>Sciiiiiience</em>, I mean, <em>maaaaagic</em> works because it is a fact. Fire burns, gravity attracts, water is wet, magic is real and can make magical effects.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6825238, member: 31754"] You obviously didn't read what I said. I don't ignore the Bard example. I state quite clearly that it has the exact same problem. Likewise the Mastermind Rogue and Battlemaster Fighter, same problem. They already require other people's characters to react a certain way to the inspiring character, whether it fits your character concept or not. Yes, there are people that are inspiring. They can convince people to fight for a cause, but once they are fighting I doubt they can make them fight any better. Certainly not on a blow by blow basis. Someone mentioned a boxing coach. Do you really thing a boxer is twice as effective if the coach is in the corner saying, "Hit him again! Hit him harder!" Really? And as you mention, some of this is already in the game, that does not automatically make it good. There is nothing inconsistent about magic in D&D. It makes sense in the fictional world. It has its own rules, and it follows them. Honestly I would allow a save against beneficial magic if the player decided his character wouldn't accept it. I can only assume they left it out because it is a pretty rare case where you wouldn't want it. And again, it is not the granting of the attack that is the problem. It is the fact that my character has to be inspired by your character to gain the effect. No only that, but he gains the effect whether I want my character to be inspired or not. I can choose to not use the effect, but it doesn't change the fact that my character [I]was[/I] inspired, against my will, and can take an extra attack now. Refusing to use it doesn't change that. Yes, exactly. You don't need to believe in magic, or gods and goddesses. It doesn't matter if you are a believer or not. The Paladin's faith creates a magic effect. A Cleric's Flame Strike is also a magical effect, it requires no belief or inspiration or anything on the part of the targets to get burned. Likewise a Bless, as a magical effect, boosts your chance to hit with weapons whether you agree with the doctrine of the god granting the effect or not. Remember, magic is science in the D&D world. So it's the same as if a dedicated faith healer gets a shot of antibiotics in our world. It doesn't matter if he thinks science is evil or working against god's will or whatever. The antibiotics are going to work. Because they factually work. No belief necessary. And now I have explained why it works. [I]Sciiiiiience[/I], I mean, [I]maaaaagic[/I] works because it is a fact. Fire burns, gravity attracts, water is wet, magic is real and can make magical effects. [/QUOTE]
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