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What is the essence of D&D

  • Thread starter Thread starter lowkey13
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It was a roleplay restriction, not a wtf how does this work
Correct in a roleplaying game where there was very few classes it made little sense and it alienated me AND it just got mocked oh my gosh and golly better not let them notice that mace is dripping with blood and brains them hypocritical bible banging celibate moses miracle working crusader look alikes .

Again why are you worrying about calling them celibate bible bangers... because the game really could have locked down that roleplaying part too... LOL
 

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clw wands and cheap potions became dujour from what I heard in 3e and while that may not be all that is required. its possibly one component. Its handy to have a solid grasp of party durability or you have anti-climactic death by random arrow.
Not much different from a real-world death by random bullet on the WWI front line.

Well that is support for primacy of magic right there... they have to be set up to "deal" with casters.
Again, true of any real-world battle: to have a chance of winning you have to be able to deal with whatever the enemy's liable to throw at you. Take something as simple as mounted cavalry in days of old: if the opposition had it you had to counter it, usually by having some yourself*.

Same is true of magic in a D&D battle: if you can't deal with it, you're probably hooped.

* - rarely indeed was cavalry defeated by entirely unmounted foot soldiers; to the best of my knowledge it only ever happened once.
 

Not much different from a real-world death by random bullet on the WWI front line.
Not interested in your hopeless fantasy vietnam story lines dude ... the point of a "set piece battle" is undermined by that anti-climactic goo.

"Realism" was a funny goal in a game where in a very short span you are able to take being hit by a dozen arrows.
 


You can call it what you want but if you are parting the red sea in your miracle list... and using a mace only it is what it is.
Two things:

1. The "miracle list" includes elements from various sources - yes Christianity is one (which only makes sense, given that the game's primary designer was Christian) - just like the rest of the game.

2. The blunties-only rule lasts exactly as long as the DM decides it will last. (that said, as a purely mechanical distinction I don't mind it as much as some, as it serves to differentiate Clerics from Fighters a bit)
 

Primacy of magic you people make the argument for Tony.
I'm neither arguing for nor against the whole 'primacy of magic' thing; I'm simply saying that if magic exists in the setting (and it does, in all editions) then it's inevitably going to become a factor in any battleplan: how to deploy it, how to defend against it, or (most likely) both.

And if one side has it and the other side doesn't, the side that doesn't is at a huge disadvantage. Same as a real-world land war over open terrain: if one side has tanks and the other side doesn't it's a pretty safe bet which side is gonna win.
 

Please leave the religous commentary out next time, thanks.
1. The "miracle list" includes elements from various sources - yes Christianity is one
Whatever... not really it was obviously bible banger territory.

Oh wait yes DM is actually the god that fixes every game problem like a roleplaying game restricting roleplaying arbitrarily SO the game is really perfect keep on worshiping
 

I'm neither arguing for nor against the whole 'primacy of magic' thing; I'm simply saying that if magic exists in the setting (and it does, in all editions) then it's inevitably going to become a factor in any battleplan: how to deploy it, how to defend against it, or (most likely) both.
Assuming how much existed at a level of affecting large scale battles is sort of Game World dependent you could keep the game world incidence of magic much lower with the heros being the individual exceptions (for those who like somewhat more historic looking battles instead of modern one where people spread out to avoid problems of area effect attacks) and yes if you have nothing to deal with ranged enemies you might be screwed regardless of the nature of the missile fire battlefield impact of magic could be overwhelming or could be more part of the flow... with adapting to area effect attacks accomplished by tactics in play instead of changing the encounter dramatically. (smart minion class enemies spreading out in response to casters for instance )

If it literally takes a mage to counter a mage... I find that totally enforcing too much magic on the scenarios both sides of the screen.
 


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