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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="Fanaelialae" data-source="post: 6829027" data-attributes="member: 53980"><p>I think it at least partly has to do with the fact that the later versions of D&D have moved towards giving PCs more abilities on the whole than earlier versions. That is a good thing from my perspective, because I found non-casters less interesting in 2nd and 3rd edition due to their lack of options. </p><p></p><p>The reality is that you have a lot more room to design varied and interesting abilities when magic is in the mix. Just look at what happened with the 4e fighter ability Come And Get It or the 4e Warlord powers. Heck, I'm pretty sure I've seen criticisms on this board about the 5e fighter's second wind ability, because it recovers hit points rather than just granting temps. A lot of people don't like these abilities because they feel that they are too close to being magical, rather than the extraordinarily mundane. </p><p></p><p>It's unlikely anyone would have complained about those abilities had they been instead assigned to the Swordmage or the Bard, since those classes are inherently magical. </p><p></p><p>As for at-will spells, that's just for the contingent that wants their wizards to feel magical. Not everyone wants to play the crossbow toting mage, which is largely a D&Dism unto itself (or at least I've never come across it in fiction). If you're going to embrace magic in your design, you may as well double-down and make wizards feel magical.</p><p></p><p>I don't think it has much, if anything, to do with Harry Potter. If you want to give players a lot of varied abilities, it's a lot easier to do so using magic than without it.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6829027, member: 53980"] I think it at least partly has to do with the fact that the later versions of D&D have moved towards giving PCs more abilities on the whole than earlier versions. That is a good thing from my perspective, because I found non-casters less interesting in 2nd and 3rd edition due to their lack of options. The reality is that you have a lot more room to design varied and interesting abilities when magic is in the mix. Just look at what happened with the 4e fighter ability Come And Get It or the 4e Warlord powers. Heck, I'm pretty sure I've seen criticisms on this board about the 5e fighter's second wind ability, because it recovers hit points rather than just granting temps. A lot of people don't like these abilities because they feel that they are too close to being magical, rather than the extraordinarily mundane. It's unlikely anyone would have complained about those abilities had they been instead assigned to the Swordmage or the Bard, since those classes are inherently magical. As for at-will spells, that's just for the contingent that wants their wizards to feel magical. Not everyone wants to play the crossbow toting mage, which is largely a D&Dism unto itself (or at least I've never come across it in fiction). If you're going to embrace magic in your design, you may as well double-down and make wizards feel magical. I don't think it has much, if anything, to do with Harry Potter. If you want to give players a lot of varied abilities, it's a lot easier to do so using magic than without it. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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