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<blockquote data-quote="Jester David" data-source="post: 6843046" data-attributes="member: 37579"><p>It's not a "double standard" (and the use of that term is needlessly inflammatory; it's an appeal to emotion.) It's a <em><strong>different </strong></em>standard. </p><p></p><p>You <strong>don't</strong> need to define what a martial character is capable of because it's apparent: you can do what is reasonably physically possible based on a lifetime of living in the real world. You <strong>do </strong>need to define what magic does because it's not as automatically apparent. </p><p>In the same way a modern RPG doesn't need to define what a gun does but a science fiction RPG needs to establish what technology is capable of and what a blaster/phaser does. </p><p>What magic can or cannot do needs to be limited and defined. Especially in a somewhat crunchy system like D&D. The limits of mundane skill don't need the same limits, and explicit powers just impose limits. </p><p></p><p>Pathfinder is a better example of mechanical limitation that than 4e, since you can't do anything creative unless you have a specific feat or class feature. You can't use your foot to lop a weapon on the ground into your hand without the Kick-Up feat. Suddenly, every other martial character everywhere loses the power to dramatically flip a dropped weapon into their ready hand with an Acrobatics check, negating the Attack of Opportunity. And instead, people have take a feat (which is limited to swashbucklers IIRC) to do so. </p><p></p><p>I do a fair bit of design, but thinking of many non-limiting martial utilities, especially at-will ones, is tricky. Ones equivalent to a cantrip in power. </p><p>What would you suggest?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6843046, member: 37579"] It's not a "double standard" (and the use of that term is needlessly inflammatory; it's an appeal to emotion.) It's a [I][B]different [/B][/I]standard. You [B]don't[/B] need to define what a martial character is capable of because it's apparent: you can do what is reasonably physically possible based on a lifetime of living in the real world. You [B]do [/B]need to define what magic does because it's not as automatically apparent. In the same way a modern RPG doesn't need to define what a gun does but a science fiction RPG needs to establish what technology is capable of and what a blaster/phaser does. What magic can or cannot do needs to be limited and defined. Especially in a somewhat crunchy system like D&D. The limits of mundane skill don't need the same limits, and explicit powers just impose limits. Pathfinder is a better example of mechanical limitation that than 4e, since you can't do anything creative unless you have a specific feat or class feature. You can't use your foot to lop a weapon on the ground into your hand without the Kick-Up feat. Suddenly, every other martial character everywhere loses the power to dramatically flip a dropped weapon into their ready hand with an Acrobatics check, negating the Attack of Opportunity. And instead, people have take a feat (which is limited to swashbucklers IIRC) to do so. I do a fair bit of design, but thinking of many non-limiting martial utilities, especially at-will ones, is tricky. Ones equivalent to a cantrip in power. What would you suggest? [/QUOTE]
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