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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="DEFCON 1" data-source="post: 6832888" data-attributes="member: 7006"><p>No... what you're actually saying is that it's the exception to have a character that has <em>no opportunity to select options</em> that allow them to use magic. But even <strong>that isn't right</strong>, because the Barbarian has the opportunity to select the Magic Initiate feat. So the fact is... <em>every single character created in D&D has the opportunity to cast spells, provided the DM allows those options</em>.</p><p></p><p>There is not a single character created in D&D that is <strong>incapable</strong> of using magic spells, unless the DM specifically makes explicit the fact that some options in his or her game world <em>just aren't available</em>. The DM decides the Magic Initiate feat doesn't exist? Boom, one avenue is now closed. The DM decides to not allow multiclassing. Boom, another avenue is closed. The DM decides that the Eldritch Knight and Arcane Trickster are not available subclasses, because those are ostensibly multiclasses and they want the fighter and Rogue strictly non-magical. Boom, a third avenue closed. The DM decides Paladins don't get spells and instead can only use their slots for Divine Smite. There we go, avenue four is closed. The DM decides to use the Spell-less Ranger option provided to us by WotC. Avenue five closed. And then the DM could go so far and decide "You know what? I'm only going to use the Basic Rules for this campaign"... and BAM, close off a whole bunch of other streets of magic because now there's only two classes in the game that can.</p><p></p><p>But in all of these cases... it's the Dungeon Master making the call for THEIR game. It's NOT Wizards of the Coast making the call for EVERYONE'S game by not putting all these options in the game in the first place. Because I think they don't feel it's <em>their call to make</em>.</p><p></p><p>WotC writes the game to give us options so we can make our game our own. Because every gamer wants something different. But whether or not we use those options is ON US. Does it feel like there's a lot of magic to be had in the 5E D&D game as a whole? Sure, I'm sure for a lot of people it does. But does it feel like there's a lot of magic in any one DM's specific game? That depends entirely on <em>what they choose to use</em>.</p><p></p><p>Someone may wish there was less magic available overall in the 5E book, but that ship has sailed. The book is the book. So now, the question is "What are you going to do about it?"</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6832888, member: 7006"] No... what you're actually saying is that it's the exception to have a character that has [I]no opportunity to select options[/I] that allow them to use magic. But even [B]that isn't right[/B], because the Barbarian has the opportunity to select the Magic Initiate feat. So the fact is... [I]every single character created in D&D has the opportunity to cast spells, provided the DM allows those options[/I]. There is not a single character created in D&D that is [B]incapable[/B] of using magic spells, unless the DM specifically makes explicit the fact that some options in his or her game world [I]just aren't available[/I]. The DM decides the Magic Initiate feat doesn't exist? Boom, one avenue is now closed. The DM decides to not allow multiclassing. Boom, another avenue is closed. The DM decides that the Eldritch Knight and Arcane Trickster are not available subclasses, because those are ostensibly multiclasses and they want the fighter and Rogue strictly non-magical. Boom, a third avenue closed. The DM decides Paladins don't get spells and instead can only use their slots for Divine Smite. There we go, avenue four is closed. The DM decides to use the Spell-less Ranger option provided to us by WotC. Avenue five closed. And then the DM could go so far and decide "You know what? I'm only going to use the Basic Rules for this campaign"... and BAM, close off a whole bunch of other streets of magic because now there's only two classes in the game that can. But in all of these cases... it's the Dungeon Master making the call for THEIR game. It's NOT Wizards of the Coast making the call for EVERYONE'S game by not putting all these options in the game in the first place. Because I think they don't feel it's [I]their call to make[/I]. WotC writes the game to give us options so we can make our game our own. Because every gamer wants something different. But whether or not we use those options is ON US. Does it feel like there's a lot of magic to be had in the 5E D&D game as a whole? Sure, I'm sure for a lot of people it does. But does it feel like there's a lot of magic in any one DM's specific game? That depends entirely on [I]what they choose to use[/I]. Someone may wish there was less magic available overall in the 5E book, but that ship has sailed. The book is the book. So now, the question is "What are you going to do about it?" [/QUOTE]
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