It does when the DM and players instill their campaign with those qualities.The game has no hinterland, whimsy or wonder.
I think the campaign world should be that... the rule set used to create it, not so much...D&D should be a baroque cathedral, riddled with passages, cul-de-sacs and surprises.
last thing D&D needed was 'streamlining' - I want my game to perform well on the table, not in a wind tunnel.
The game has no hinterland, whimsy or wonder. No room for anything 'unnecessary'. D&D should be a baroque cathedral, riddled with passages, cul-de-sacs and surprises.
1. I wanted to trade most of my wizard’s attack powers for utility powers or rituals.
2. Playing a wizard felt too much like playing a fighter.
3. Playing a fighter felt too much like playing a wizard.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.