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Worlds of Design: The Rules of Magic
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<blockquote data-quote="Von Ether" data-source="post: 8469910" data-attributes="member: 15582"><p>One aspect to why D&D magic is popular for it's pseudo-generic-ness is because it simply works enough for GMs who are running game worlds that also fairly generic High Fantasy. The genre itself is like what we do with zombies, vampires and jump gates - you spend more time telling the audience how your version is different because everyone knows what you're already talking about. </p><p></p><p>i.e., "The elves live on this part of the map, the dwarves live here; Yes there is magic and, yes Bob, you can play your elven ranger. Now roll 4d6, pick the highest." This is a solid part of the customer base. </p><p></p><p>Also as a GM, spell slots and such are easy to predict and provide limits that make encounter building a tad easier. </p><p></p><p>But as a player, D&D magic has always disappointed me. Every edition we see house or even official optional rules how ley line magic or using magical animal/mineral/plant parts can impact spell levels or spell slots to make magic an invested part of the setting. Yet they never catch on like Monks, dual wielding Rangers.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 8469910, member: 15582"] One aspect to why D&D magic is popular for it's pseudo-generic-ness is because it simply works enough for GMs who are running game worlds that also fairly generic High Fantasy. The genre itself is like what we do with zombies, vampires and jump gates - you spend more time telling the audience how your version is different because everyone knows what you're already talking about. i.e., "The elves live on this part of the map, the dwarves live here; Yes there is magic and, yes Bob, you can play your elven ranger. Now roll 4d6, pick the highest." This is a solid part of the customer base. Also as a GM, spell slots and such are easy to predict and provide limits that make encounter building a tad easier. But as a player, D&D magic has always disappointed me. Every edition we see house or even official optional rules how ley line magic or using magical animal/mineral/plant parts can impact spell levels or spell slots to make magic an invested part of the setting. Yet they never catch on like Monks, dual wielding Rangers. [/QUOTE]
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