Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9611028" data-attributes="member: 6790260"><p>Two problems:</p><p></p><p>1. This means that your choice to take extra risks hurts not just yourself, but also your team. So now other classes only <em>risk</em> themselves, but typically <em>benefit</em> everyone, while spellcasters necessarily risk <em>everyone</em> but may or may not benefit anyone.</p><p>2. This means that some archetypes are "you are only allowed to follow the rules, no matter how limited that might be" while another is "you can <em>decide</em> how much the rules apply to you", usually with a side of "...and you can significantly control how much risk you actually take for breaking the rules."</p><p></p><p>Those two things are, precisely, why magic is so easily unbalanced. Making magic have hard-and-fast consequences usually hurts others <em>at least</em> as much as it hurts the user, and making it so the risks can be mitigated, even partially, immediately sets up a caster-DM arms race, to reduce the costs/risks as low as they can go while still keeping up the power as high as you can.</p><p></p><p>And, to be fair, there are plenty of mechanics that have a tension like this, making them very difficult to use or rely upon. Healing via doing damage, for example, is an extremely difficult-to-balance mechanic regardless of game (even video games struggle with it), because if it's too weak to keep you alive it's borderline worthless, but if it is even slightly more than breaking even on average, it becomes nigh invulnerability and lets a character be both tank <em>and</em> damage-dealer.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9611028, member: 6790260"] Two problems: 1. This means that your choice to take extra risks hurts not just yourself, but also your team. So now other classes only [I]risk[/I] themselves, but typically [I]benefit[/I] everyone, while spellcasters necessarily risk [I]everyone[/I] but may or may not benefit anyone. 2. This means that some archetypes are "you are only allowed to follow the rules, no matter how limited that might be" while another is "you can [I]decide[/I] how much the rules apply to you", usually with a side of "...and you can significantly control how much risk you actually take for breaking the rules." Those two things are, precisely, why magic is so easily unbalanced. Making magic have hard-and-fast consequences usually hurts others [I]at least[/I] as much as it hurts the user, and making it so the risks can be mitigated, even partially, immediately sets up a caster-DM arms race, to reduce the costs/risks as low as they can go while still keeping up the power as high as you can. And, to be fair, there are plenty of mechanics that have a tension like this, making them very difficult to use or rely upon. Healing via doing damage, for example, is an extremely difficult-to-balance mechanic regardless of game (even video games struggle with it), because if it's too weak to keep you alive it's borderline worthless, but if it is even slightly more than breaking even on average, it becomes nigh invulnerability and lets a character be both tank [I]and[/I] damage-dealer. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
Top