Merlion
First Post
gizmo33 said:Like Wish?
Like what? That would be the crux of an example about limitations.
Wishing for a million gold pieces would probably create a loud "ka-ching!" noise that others would hear. The true consequences of other wizards hearing spells cast is that you'd have to know EVERYONE ELSE in the area, what their hearing capabilities are, and what they're response is going to be. The level of complexity to render this plausible as a game element would be IMO the ultimate fantasy of a simulationist.
So they only adventure from 9:00 to 9:15 or else they'll die?![]()
Well the specifics of that question would have to be answered for the spells to be useful as game mechanics. I'm assuming Eddison provides these details? Players IMO aren't going to accept "well you just can't do it and I don't exactly have a reason right now" like the reader of a novel would accept that.
Your examples are exactly an example of what I mean by "vague", they're not particularly useful as game mechanics. Now granted the reason for the vagueness might be the space limitations of the message board rather than Eddision's descriptions - but you didn't make it clear either way AFAICT. The details that you've provided so far do not hold up to the level of detail IMO required by an RPG. Perhaps just take one narrow ability, like teleport, and describe Eddison's complete working system for it.
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Sigh. The magic of a novel isnt usually going to map exactly to game mechanics, no. But you seem to have diverged off into things other than what I was talking about with that anyway. You also seem to have trouble seperating conceptual from mechanical.
You said, or I thought you said, that I was basically expecting to much of a game system to depict the nature of magic in novels etc because magic in literature is always too vague. I was giving you examples of how in many novels, the way magic works is anything but vague.
In most fiction, if a mage knows how to perform a given "magical action" can do so whenever he wants, up to whatever limits are placed on using a lot of magic, wether it be physical fatigue or just a depletion of "magical energy" or whatever.
In the D&D Vancian system, however, even if a mage knows a given spell, he can only cast it as many times as he has it prepared. If I am an 18th level wizard and prepare only one Fireball spell, I can only cast Fireball once, even though once I cast the Fireball I still have a great many other powerful effects at my command.
These are the sorts of differences and the type of thing I am talking about.
Like Wish?
Slightly, but not really. Much more organic and flexible than Wish. Examples of specific things people did in the books include changing into animals, levitation, transformation/transmutation of various types, short range translocation, projecting energy, basically all the usual stuff.
Wishing for a million gold pieces would probably create a loud "ka-ching!" noise that others would hear. The true consequences of other wizards hearing spells cast is that you'd have to know EVERYONE ELSE in the area, what their hearing capabilities are, and what they're response is going to be. The level of complexity to render this plausible as a game element would be IMO the ultimate fantasy of a simulationist.
See, I was never talking about it as a specific game element. I was talking about it as an example of details given to the reader and known to those in the story about the way magic works, thus contributing to it not being "vague"
which at least raises the possibility that everything I'm saying about 4E could be true and you will still have a good time playing it.
There are other reasons for which I probably would have very mixed feelings about playing pure 4e or any pure version of D&D, mostly the contiued existence of the Cleric and overemphasis on "divine" stuff. My point is that I doubt that everything your saying is going to be true, and I dont see how you can come to that conclusion either based on what little we know. Even if what your saying about "per encounter" ends up being so, it does not mean as you seem to think, that the same philosophy will be applied to everything, or that there wont be factors to keep the style of play you prefer fully viable.