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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: 9617576" data-attributes="member: 6790260"><p>I really, really, <em>really</em> don't think this accurately reflects contemporary views. I think it reflects only <em>classic</em> views--which are now by far the minority within the D&D community.</p><p></p><p>Particularly because the thing you're talking about is "squishy and vulnerable". That's not a <em>cost</em> for using magic. That's just...casters are naturally more fragile. "Costs" for doing magic is "if you roll badly your spell backfires and kills you" or "...and hurts your friends instead of your enemies" or "...and breaks your mind" or whatever else. You are conflating the ultra-baseline costs (fundamental class features like HP-per-level) with costs to <em>spellcasting itself</em>. Which is what people in this thread have, specifically and explicitly, repeatedly called for. Moreover, at least a couple posters have advocated for particularly nasty consequences, including ones that directly and specifically harm your allies.</p><p></p><p></p><p>I'm...really not actually sure what you're saying here. Particularly because the exact costs most people ask for ARE lethality, or at least significant threat thereof, or something that is <em>functionally</em> lethal even if it isn't explicitly "your character has now died", e.g. "you went completely mad from casting spells, so your character is irrecoverably insane, time to go back to character creation".</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9617576, member: 6790260"] I really, really, [I]really[/I] don't think this accurately reflects contemporary views. I think it reflects only [I]classic[/I] views--which are now by far the minority within the D&D community. Particularly because the thing you're talking about is "squishy and vulnerable". That's not a [I]cost[/I] for using magic. That's just...casters are naturally more fragile. "Costs" for doing magic is "if you roll badly your spell backfires and kills you" or "...and hurts your friends instead of your enemies" or "...and breaks your mind" or whatever else. You are conflating the ultra-baseline costs (fundamental class features like HP-per-level) with costs to [I]spellcasting itself[/I]. Which is what people in this thread have, specifically and explicitly, repeatedly called for. Moreover, at least a couple posters have advocated for particularly nasty consequences, including ones that directly and specifically harm your allies. I'm...really not actually sure what you're saying here. Particularly because the exact costs most people ask for ARE lethality, or at least significant threat thereof, or something that is [I]functionally[/I] lethal even if it isn't explicitly "your character has now died", e.g. "you went completely mad from casting spells, so your character is irrecoverably insane, time to go back to character creation". [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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