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*Pathfinder & Starfinder
What can magical magic do?
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<blockquote data-quote="TwinBahamut" data-source="post: 5789806" data-attributes="member: 32536"><p>These are reasonable things for magic to do.</p><p></p><p></p><p>I really, <em>really</em> dislike the use of the word "mundane" in fantasy. Fantasy isn't made up of a fusion of magical and mundane things, it is made of fantastic things. Every class in D&D is equally fantastic, whether you are talking about Wizards, Rogues, or Fighters.</p><p></p><p>Fantasy isn't the domain of a subset of D&D.</p><p></p><p>Anyways, effects like those are all fine for effects to be in the game, though I prefer different ideas on raising the dead, and rapid healing of wounds is in a weird place with D&D's abstract HP system.</p><p></p><p>This gets a big "No Way" from me.</p><p></p><p>There is nothing that I hate more in fantasy than the idea that you need a wizard to beat a wizard, magic in order to defeat magic. Every bit of magic should have a weakpoint that can be exploited, or a way to stop it without some kind of specially made counterspell. Honestly, there is nothing in D&D that kills the idea of magic being "magical" than things like Dispel Magic, Antimagic, Restoration, or the various other "solve any problem" spells, and the idea that you need magic to beat magic is the reason those spell exist.</p><p></p><p>Honestly, I don't even like the idea of spells that immediately cause a permanent effect without duration or limitation. Curses should be broken when the heroes kill the wizard who cast them. Any magic item short of the most powerful artifacts should need a constant supply of magical energy or else they will lose their effects. Portals to hell should be fragile, and broken by simply breaking the magical circle or flooding it with holy water. A band of non-wizards should simply not be reliant on cheap Gandalf knockoffs in order to be heroes.</p><p></p><p>This is nowhere near as obvious as you say it is. For one thing, this kind of thing is a huge source for massive gameplay imbalances and frustrating experiences for many players. It is also an open question considering the abstract nature of HP. If HP refer to abstract luck, mental endurance, and physical endurance, then why don't they apply for all kinds of effects, including stuff like petrification and death magic?</p><p></p><p>No problems with buffing magic, but I'd rather see players get magic items from legendary blacksmiths, ancient heroes, and gods rather than wizards.</p><p></p><p>A little randomness is always fun in fantasy.</p><p></p><p>A bit debatable... Making golems is either more like making a robot or a divine miracle in a lot of fantasy... I prefer undead who rise from the grave on their own over the wizard-made kind. Magical genetic engineering is also rather annoying, if you ask me. I prefer monsters of more fantastic origin.</p><p></p><p>I've never been a fan of assuming that fantasy settings are identical to Earth, with the addition of magic...</p><p></p><p>Wildly fantastic settings with all kinds of cool stuff in them are fun, though.</p><p></p><p>Overall, I really don't see how any of this makes magic more "magical", though. These are effects you want in the game, but I don't think any of them relate to what I consider to be important to the idea of magic being something fun and interesting. As SkyOdin mentions above, the key is the way magic is performed and the story around it, rather than a list of effects.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5789806, member: 32536"] These are reasonable things for magic to do. I really, [i]really[/i] dislike the use of the word "mundane" in fantasy. Fantasy isn't made up of a fusion of magical and mundane things, it is made of fantastic things. Every class in D&D is equally fantastic, whether you are talking about Wizards, Rogues, or Fighters. Fantasy isn't the domain of a subset of D&D. Anyways, effects like those are all fine for effects to be in the game, though I prefer different ideas on raising the dead, and rapid healing of wounds is in a weird place with D&D's abstract HP system. This gets a big "No Way" from me. There is nothing that I hate more in fantasy than the idea that you need a wizard to beat a wizard, magic in order to defeat magic. Every bit of magic should have a weakpoint that can be exploited, or a way to stop it without some kind of specially made counterspell. Honestly, there is nothing in D&D that kills the idea of magic being "magical" than things like Dispel Magic, Antimagic, Restoration, or the various other "solve any problem" spells, and the idea that you need magic to beat magic is the reason those spell exist. Honestly, I don't even like the idea of spells that immediately cause a permanent effect without duration or limitation. Curses should be broken when the heroes kill the wizard who cast them. Any magic item short of the most powerful artifacts should need a constant supply of magical energy or else they will lose their effects. Portals to hell should be fragile, and broken by simply breaking the magical circle or flooding it with holy water. A band of non-wizards should simply not be reliant on cheap Gandalf knockoffs in order to be heroes. This is nowhere near as obvious as you say it is. For one thing, this kind of thing is a huge source for massive gameplay imbalances and frustrating experiences for many players. It is also an open question considering the abstract nature of HP. If HP refer to abstract luck, mental endurance, and physical endurance, then why don't they apply for all kinds of effects, including stuff like petrification and death magic? No problems with buffing magic, but I'd rather see players get magic items from legendary blacksmiths, ancient heroes, and gods rather than wizards. A little randomness is always fun in fantasy. A bit debatable... Making golems is either more like making a robot or a divine miracle in a lot of fantasy... I prefer undead who rise from the grave on their own over the wizard-made kind. Magical genetic engineering is also rather annoying, if you ask me. I prefer monsters of more fantastic origin. I've never been a fan of assuming that fantasy settings are identical to Earth, with the addition of magic... Wildly fantastic settings with all kinds of cool stuff in them are fun, though. Overall, I really don't see how any of this makes magic more "magical", though. These are effects you want in the game, but I don't think any of them relate to what I consider to be important to the idea of magic being something fun and interesting. As SkyOdin mentions above, the key is the way magic is performed and the story around it, rather than a list of effects. [/QUOTE]
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What can magical magic do?
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