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<blockquote data-quote="Not a Decepticon" data-source="post: 9772050" data-attributes="member: 7020527"><p>And yet most of time they did pull out magic it was flashy, so the difference was functionalyl nonexistent.</p><p></p><p>And then people complain legendary resistance is just "nuh uh, I win" and makes them waste their turn doing nothing. Which is why I think these spells need to be nerfed and isntead even on succesful save they do something smaller than main effect.</p><p></p><p>If this is about how wizards running out of spells and becoming glorified npc feels video-game'y, I reffer you to the following point by other user:</p><p></p><p>It is pretty much the same with vancian magic - it's one thing to use it in story, where the writer controls when the character runs out of spell slots for dramatic effect, but trying to recreate that at the table doesn't work because the system just makes it the caster keeps running out of spells and being useless and it becomes an increadibly frustrating experience to the player, while clearly serving no purpose from the perspective of either realistic worldbuilding or collaborative storytelling, being purely a mechanic to remaind this is a game.</p><p></p><p>On paper maybe, but some long-runners have seemingly avoided or minimized this problem. I mean, comapred to Sonic, Mario fanbase seems very chill with all different versions of the game over the years, for example.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9772050, member: 7020527"] And yet most of time they did pull out magic it was flashy, so the difference was functionalyl nonexistent. And then people complain legendary resistance is just "nuh uh, I win" and makes them waste their turn doing nothing. Which is why I think these spells need to be nerfed and isntead even on succesful save they do something smaller than main effect. If this is about how wizards running out of spells and becoming glorified npc feels video-game'y, I reffer you to the following point by other user: It is pretty much the same with vancian magic - it's one thing to use it in story, where the writer controls when the character runs out of spell slots for dramatic effect, but trying to recreate that at the table doesn't work because the system just makes it the caster keeps running out of spells and being useless and it becomes an increadibly frustrating experience to the player, while clearly serving no purpose from the perspective of either realistic worldbuilding or collaborative storytelling, being purely a mechanic to remaind this is a game. On paper maybe, but some long-runners have seemingly avoided or minimized this problem. I mean, comapred to Sonic, Mario fanbase seems very chill with all different versions of the game over the years, for example. [/QUOTE]
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