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General Tabletop Discussion
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9613220" data-attributes="member: 6790260"><p>This then invites the classic haggling technique of intentionally aiming too high, so you can seem reasonable when you pull back.</p><p></p><p>"I want to rewrite existence so the bad guy never existed"</p><p>"Okay sure, but you'll erase every sapient species in the doing"</p><p>"Oh, well that's obviously too harmful, I guess I'll just wish to obtain conclusive proof of the BBEG's planned treachery against their allies instead."</p><p></p><p>By making power level dependent on negotiation and GM psychology, you have instantly made magic game-able in a way non-magic cannot ever be. Non-magic is, as always, enslaved to limitations, usually ones much harsher than even what is actually possible IRL, while magic can game the system over and over and over again until it gets very nearly anything it wants, for little more than a song.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9613220, member: 6790260"] This then invites the classic haggling technique of intentionally aiming too high, so you can seem reasonable when you pull back. "I want to rewrite existence so the bad guy never existed" "Okay sure, but you'll erase every sapient species in the doing" "Oh, well that's obviously too harmful, I guess I'll just wish to obtain conclusive proof of the BBEG's planned treachery against their allies instead." By making power level dependent on negotiation and GM psychology, you have instantly made magic game-able in a way non-magic cannot ever be. Non-magic is, as always, enslaved to limitations, usually ones much harsher than even what is actually possible IRL, while magic can game the system over and over and over again until it gets very nearly anything it wants, for little more than a song. [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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