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<blockquote data-quote="Obryn" data-source="post: 6006019" data-attributes="member: 11821"><p>Basically, here's the issue.</p><p></p><p>Magic.</p><p></p><p>Magic can do anything. Its limitations are essentially undefined in D&D. Therefore, no matter what mechanic you use, it is okay (I mean "associated") as long as it's magic. Encounter resources, action points, daily powers involving swords, whatever - throw in a god or a spell or some vague Star Trek technology sort of explanation (reverse the shield polarity and use the tractor beam!) it all of a sudden becomes okay.</p><p></p><p>This is why guys with swords don't get cool things. Because they are not magic. (Unless their sword is! Then the gloves are off!) Dissociative mechanics are just code for "you didn't use enough magic to explain this." It's not a criticism of the mechanics, it's a criticism of the fluff/fiction you use to justify your mechanics.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 6006019, member: 11821"] Basically, here's the issue. Magic. Magic can do anything. Its limitations are essentially undefined in D&D. Therefore, no matter what mechanic you use, it is okay (I mean "associated") as long as it's magic. Encounter resources, action points, daily powers involving swords, whatever - throw in a god or a spell or some vague Star Trek technology sort of explanation (reverse the shield polarity and use the tractor beam!) it all of a sudden becomes okay. This is why guys with swords don't get cool things. Because they are not magic. (Unless their sword is! Then the gloves are off!) Dissociative mechanics are just code for "you didn't use enough magic to explain this." It's not a criticism of the mechanics, it's a criticism of the fluff/fiction you use to justify your mechanics. -O [/QUOTE]
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