Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
WotC Fireside Chat: Revised 2024 Player’s Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yaarel" data-source="post: 9328092" data-attributes="member: 58172"><p>In the jargon that makes most sense to me, magic is magic is magic is magic.</p><p></p><p>Anything that is "extraordinary" in our reallife counts as "magic", including the weird stuff like quantum observer effect and any sufficiently advanced technology.</p><p></p><p>That said, magic doesnt necessarily mean "spell casting". Sometimes magic is class features and so on.</p><p></p><p></p><p></p><p>The Fighter class needs "magic" by whatever name, especially to function at the superheroic higher tiers.</p><p></p><p>Ultimately it is the Fighter fans who need to decide how to do this.</p><p></p><p>Maybe each Fighter subclass defines the method of magic that continues to develop as one advances thru the higher tiers.</p><p></p><p>The choice of Eldritch Knight comes with Arcane "science" narratives, and Psi War with Psionic "soul" narratives. The default for the Fighter class and the Champion subclass should probably be the ki, the part of the soul relating to the bodily aura and body magic, similar to the Monk. Personally, am less fond of part-casters but this is a mechanical concern about it feeling subpar at the higher tiers, but otherwise the flavor of a gish is great.</p><p></p><p>Maybe the simplest way to access high level magical effects is for the Fighter class to create magic items as a class feature. These have a Zen swordsmith flavor of imbuing ones own soul into the item. Thus there is a personal bond with the item to summon it from any where, while other creatures are unable to attune the item. These magic items can have whatever effects the player chooses, and would normally be a magic sword or shield with special properties.</p><p></p><p>The ki-default Champion class would be minimalist magic, simply becoming "stronger". But even this approach might "teleport" and "planeshift" by identifying access points into the Ethereal Plane, including Fey and Shadow, whence into the Celestial and Fiend, whence the rest of the Astral.</p><p></p><p>Other methods of narrative control are also possible. For high tiers, maybe lean into the "Bastion" Fortress. Here the Fighter class can assemble a literal army of NPCs, and in this way instruct the NPCs to perform various narrative tasks.</p><p></p><p>The Battlemaster can full-on dabble in magic, simply by selecting special Maneuvers that come with magical flavor and extraordinary effects.</p><p></p><p>Ultimately it is the Fighter fans who need to agree with each other. But there are numerous ways to amp up the magic while still maintaining the feel of a traditional D&D Fighter − except of course that this Fighter refuses to retire at level 8.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9328092, member: 58172"] In the jargon that makes most sense to me, magic is magic is magic is magic. Anything that is "extraordinary" in our reallife counts as "magic", including the weird stuff like quantum observer effect and any sufficiently advanced technology. That said, magic doesnt necessarily mean "spell casting". Sometimes magic is class features and so on. The Fighter class needs "magic" by whatever name, especially to function at the superheroic higher tiers. Ultimately it is the Fighter fans who need to decide how to do this. Maybe each Fighter subclass defines the method of magic that continues to develop as one advances thru the higher tiers. The choice of Eldritch Knight comes with Arcane "science" narratives, and Psi War with Psionic "soul" narratives. The default for the Fighter class and the Champion subclass should probably be the ki, the part of the soul relating to the bodily aura and body magic, similar to the Monk. Personally, am less fond of part-casters but this is a mechanical concern about it feeling subpar at the higher tiers, but otherwise the flavor of a gish is great. Maybe the simplest way to access high level magical effects is for the Fighter class to create magic items as a class feature. These have a Zen swordsmith flavor of imbuing ones own soul into the item. Thus there is a personal bond with the item to summon it from any where, while other creatures are unable to attune the item. These magic items can have whatever effects the player chooses, and would normally be a magic sword or shield with special properties. The ki-default Champion class would be minimalist magic, simply becoming "stronger". But even this approach might "teleport" and "planeshift" by identifying access points into the Ethereal Plane, including Fey and Shadow, whence into the Celestial and Fiend, whence the rest of the Astral. Other methods of narrative control are also possible. For high tiers, maybe lean into the "Bastion" Fortress. Here the Fighter class can assemble a literal army of NPCs, and in this way instruct the NPCs to perform various narrative tasks. The Battlemaster can full-on dabble in magic, simply by selecting special Maneuvers that come with magical flavor and extraordinary effects. Ultimately it is the Fighter fans who need to agree with each other. But there are numerous ways to amp up the magic while still maintaining the feel of a traditional D&D Fighter − except of course that this Fighter refuses to retire at level 8. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
WotC Fireside Chat: Revised 2024 Player’s Handbook
Top