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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="Tony Vargas" data-source="post: 6833933" data-attributes="member: 996"><p>First of all, I think you're focusing on the wrong thing. Being able to do magic every 6 seconds is not the threshold that makes magic feel like an everyday thing. It's being able to do magic every day. Slot-based magic still crosses that threshold.</p><p></p><p>Making magic so dangerous, situational, or (least effectively) expensive, that you only use it <em>in extremis</em>, keeps it from feeling like an everyday thing. Making magic so rare in the setting that most people live out their lives without ever seeing it done might help, too, though that's hard to keep plausible without restricting class choices.</p><p></p><p></p><p>'Feels magical' and is the kind of thing you might see in genre, some of the time. </p><p></p><p>'Feels magical' and is not too uncommon in genre.</p><p></p><p>Doesn't feel magical, but is actually pretty common in genre (if you accept a wider range of weapons).</p><p></p><p>Or they're not. It really depends on the outlook of the group. If a group tends to see the rules they're playing by as the 'laws of physics' for the world, they expect and act as if PC classes were all over, whether the setting states they're rare or not, and whether the DM places a lot of 'em or not. In some play situations, like weekly public games, turnover makes it hard to imagine anything but a large number of adventurers out there. It's been that way since the beginning, too. Early D&D's 'goldrush economy' price lists, for instance, assumed lots of adventurers, at least in areas that acted as a draw for them.</p><p></p><p>Because you could do it before. You decide there are no gods, or that arcane magic is forgotten but psionics widely practiced, or choose only martial classes, and you could still have a playble campaign without the things you excluded. In squeezing so many classes into it's PH (more than ever in a PH1 before), 5e dipped into the spellcasting well repeatedly to re-use features - with the result that if you decide to go 'no casters,' you don't have a viable selection left. Which is too bad, because that supports fewer play styles, when the edition was meant to support more.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6833933, member: 996"] First of all, I think you're focusing on the wrong thing. Being able to do magic every 6 seconds is not the threshold that makes magic feel like an everyday thing. It's being able to do magic every day. Slot-based magic still crosses that threshold. Making magic so dangerous, situational, or (least effectively) expensive, that you only use it [i]in extremis[/i], keeps it from feeling like an everyday thing. Making magic so rare in the setting that most people live out their lives without ever seeing it done might help, too, though that's hard to keep plausible without restricting class choices. 'Feels magical' and is the kind of thing you might see in genre, some of the time. 'Feels magical' and is not too uncommon in genre. Doesn't feel magical, but is actually pretty common in genre (if you accept a wider range of weapons). Or they're not. It really depends on the outlook of the group. If a group tends to see the rules they're playing by as the 'laws of physics' for the world, they expect and act as if PC classes were all over, whether the setting states they're rare or not, and whether the DM places a lot of 'em or not. In some play situations, like weekly public games, turnover makes it hard to imagine anything but a large number of adventurers out there. It's been that way since the beginning, too. Early D&D's 'goldrush economy' price lists, for instance, assumed lots of adventurers, at least in areas that acted as a draw for them. Because you could do it before. You decide there are no gods, or that arcane magic is forgotten but psionics widely practiced, or choose only martial classes, and you could still have a playble campaign without the things you excluded. In squeezing so many classes into it's PH (more than ever in a PH1 before), 5e dipped into the spellcasting well repeatedly to re-use features - with the result that if you decide to go 'no casters,' you don't have a viable selection left. Which is too bad, because that supports fewer play styles, when the edition was meant to support more. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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