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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="RCanine" data-source="post: 6829505" data-attributes="member: 85040"><p>While this post is phrased pejoratively, I think it's generally right. The better way to say it, I think, is that it's bad design to make a game whose core premise is that half of the players feel useless at any given time. As D&D has matured and the designers have gotten better at their craft, the later editions are designed so that everyone can feel powerful throughout the life of the game.</p><p></p><p>Now, I think that's all well and good, but the <em>problem</em> with the Potterization of D&D is the option missed by this post:</p><p></p><p></p><p></p><p>The third option being:</p><p></p><p>3) Let characters that focus on magic use (i.e. wizards) use magical means as often as they want, but magic is fickle and dangerous to use.</p><p></p><p>The problem I see with a lot of the magic in D&D is it's 100% good at what it does. There's no <em>risk</em> in dropping a fireball. A +3 weapon is <em>just better</em> than a non-magical version. There's no risk or opportunity cost. There's no chance of loss or damage. As a result, magic becomes humdrum because there's no reason <em>not</em> to use it.</p></blockquote><p></p>
[QUOTE="RCanine, post: 6829505, member: 85040"] While this post is phrased pejoratively, I think it's generally right. The better way to say it, I think, is that it's bad design to make a game whose core premise is that half of the players feel useless at any given time. As D&D has matured and the designers have gotten better at their craft, the later editions are designed so that everyone can feel powerful throughout the life of the game. Now, I think that's all well and good, but the [I]problem[/I] with the Potterization of D&D is the option missed by this post: The third option being: 3) Let characters that focus on magic use (i.e. wizards) use magical means as often as they want, but magic is fickle and dangerous to use. The problem I see with a lot of the magic in D&D is it's 100% good at what it does. There's no [I]risk[/I] in dropping a fireball. A +3 weapon is [I]just better[/I] than a non-magical version. There's no risk or opportunity cost. There's no chance of loss or damage. As a result, magic becomes humdrum because there's no reason [I]not[/I] to use 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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