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*TTRPGs General
Why Won't Some People Play Spellcasters?
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<blockquote data-quote="ptolemy18" data-source="post: 1872539" data-attributes="member: 24970"><p>We all have our own fantasies. I ain't physically capable in real life, and I've never really wanted to be, so I'd rather play some wimpy, scrawny person with special powers related to my supposed intelligence, wisdom or charisma. (No comment on whether I actually have any of THOSE things in real life... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>In the typical D&D campaign setting, magic isn't "cheating" (although your character might think it is) -- it's just a fact of life. Like the D&D substitute for science. (Which is why I, personally, generally don't like RPG settings that mix magic and science... I have trouble believing that science would develop in a universe where people can make amazing things happen just by chanting some magic words. But I know that some settings mix them pretty well.)</p><p></p><p>Magic-users (of all kinds) are really like the superheroes of D&D-land. They have weird abilities beyond those of normal mortals. But on the other hand, it wouldn't be hard to run a campaign where **all** high-level characters are treated like superheroes... high-level fighters and rogues certainly kick so much butt that normal people should be scared of them. (I generally keep a pretty wide dividing line between "low level normal people" and "high level bad-asses" in my campaigns).</p><p></p><p>So, using the superhero metaphor, it sounds like you prefer the "tank" superheroes (fighter types) or the "crafty/stealthy" superheroes (rogues & such), or maybe the "weapon-using" superheroes, as opposed to the "freakazoid with weird powers, Dr. Strange, energy-bolt-shooting, dimension-travelling, shapeshifting, wall-crawling, flying" superheroes (which would be your standard spellcaster).</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 1872539, member: 24970"] We all have our own fantasies. I ain't physically capable in real life, and I've never really wanted to be, so I'd rather play some wimpy, scrawny person with special powers related to my supposed intelligence, wisdom or charisma. (No comment on whether I actually have any of THOSE things in real life... ;) ) In the typical D&D campaign setting, magic isn't "cheating" (although your character might think it is) -- it's just a fact of life. Like the D&D substitute for science. (Which is why I, personally, generally don't like RPG settings that mix magic and science... I have trouble believing that science would develop in a universe where people can make amazing things happen just by chanting some magic words. But I know that some settings mix them pretty well.) Magic-users (of all kinds) are really like the superheroes of D&D-land. They have weird abilities beyond those of normal mortals. But on the other hand, it wouldn't be hard to run a campaign where **all** high-level characters are treated like superheroes... high-level fighters and rogues certainly kick so much butt that normal people should be scared of them. (I generally keep a pretty wide dividing line between "low level normal people" and "high level bad-asses" in my campaigns). So, using the superhero metaphor, it sounds like you prefer the "tank" superheroes (fighter types) or the "crafty/stealthy" superheroes (rogues & such), or maybe the "weapon-using" superheroes, as opposed to the "freakazoid with weird powers, Dr. Strange, energy-bolt-shooting, dimension-travelling, shapeshifting, wall-crawling, flying" superheroes (which would be your standard spellcaster). Jason [/QUOTE]
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