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General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="James Gasik" data-source="post: 9610765" data-attributes="member: 6877472"><p>It's interesting that a lot of settings have wizard academies out there (like Mathghamna from College of Wizardry), some settings have magocratic nations (Glantri, Halruua, Thay), but you only occasionally get advanced magical civilizations like Netheril, ancient Suel or Baklun, with magical researchers probing the furthest limits of their craft. It seems like something always destroys them or their work (alas the Wild Mage Hornung, who obliterated himself while researching <em>Wildwind</em>), to keep D&D magic more or less the same as it's always been*.</p><p></p><p>*The ancient Netheril setting did, at least, somewhat examine archaic versions of modern spells, but at the same time, made it clear that spells invented during that time were still classic mainstays even in the modern Realms- just with less pretentious names.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9610765, member: 6877472"] It's interesting that a lot of settings have wizard academies out there (like Mathghamna from College of Wizardry), some settings have magocratic nations (Glantri, Halruua, Thay), but you only occasionally get advanced magical civilizations like Netheril, ancient Suel or Baklun, with magical researchers probing the furthest limits of their craft. It seems like something always destroys them or their work (alas the Wild Mage Hornung, who obliterated himself while researching [I]Wildwind[/I]), to keep D&D magic more or less the same as it's always been*. *The ancient Netheril setting did, at least, somewhat examine archaic versions of modern spells, but at the same time, made it clear that spells invented during that time were still classic mainstays even in the modern Realms- just with less pretentious names. [/QUOTE]
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Community
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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