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[Question] What don't you like about magic?

Started by SilvercatMoonpaw, August 08, 2006, 01:51:06 PM

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Wensleydale

QuoteNow, if you want to say that the wizard/sorcerer divide is arbitrary and redundant because now you have two glass canons with few differences between them: that argument I understand completely...

Hear hear!

Lmns Crn

Quote from: Epic MeepoSecond, I have to admit that now I'm completely confused about what we're referring to as the arcane/divine divide. Is your objection to the fact that there is more than one spellcasting class?
any[/i] sufficiently advanced cleric of Erythnul (or any setting's equivalent god of slaughter and dismemberment) can heal wounds and raise the dead, acts arguably counter to his deity's doctrines, while no wizard, no matter how advanced in his arcane art and how knowledgeable in first aid, can ever magically mend so much as a papercut? Why is it that no cleric of a god of slaughter and destruction can ever match the arcane destructive power of even the most timid wizard, who has Disintegration, Horrid Wilting, and Meteor Swarm at his fingertips?

QuoteI really am confused. What works well as an optional rule? If we're not talking about game mechanics, what exactly is the distinction between arcane and divine that a setting might not want? Wizards are just bookish clerics and clerics are just tough wizards.
I suppose you can argue that the word "cleric" has a religious connotation, but that's no less troublesome than the fact that the word "bard" has a blatantly Celtic connotation.[/quote]in-game[/i] connotations of a term like "cleric", not the linguistic ones. But that, for the most part, I've already expressed.
Quote
QuoteThis goes back again to my desire for a system that is as simple as possible, and therefore, as flexible and customizable as possible. Every unnecessary addition to a system of mechanics makes statements about a campaign world that uses those mechanics; maybe those statements are things I don't want to say.
We should be able to have, for example, tougher casters that aren't tied to gods, and more fragile-yet-potent casters that aren't tied to book learning. Let the players choose the "flavor direction" of their characters based on their preference, not because they were forced into Flavor Column A or Flavor Column B based on the class they selected.
QuoteAny generic spellcasting class that is supposed to represent both clerics and wizards as a unified whole is either going to restrict player options or be so insanely customizable that no two members of the class will be even remotely similar, at which point it may as well be two different classes.
distinct[/i] types of adventurer vocations, a situation which strikes me as almost comically contrived.

For my money, I prefer a system of classes where each class provide the sort of customization flexibility that players can use to create diverse individuals within each class, and that's the sort of system I tried to create when I did my massive magic system revision. (My "channeler" spellcasting PrC, for example. You could make about a hundred different types of channelers, and they'd be totally distinct from one another. I consider that one of the class's greatest strengths.)

If I absolutely have to use a class that's more of a "character template" than a flexible framework, I want that template to be something I've tailor-made to match my setting's workings, especially when we're talking about magic users. A sword swings pretty much the same way no matter where you are, but magic can work so very drastically differently from one setting to the next that it almost requires setting-specific alterations to the magic system, unless you're willing to overlook a lot of glitches that I, personally, am not willing to overlook.
QuoteNow, if you want to say that the wizard/sorcerer divide is arbitrary and redundant because now you have two glass canons with few differences between them: that argument I understand completely...
I don't have a problem with the fact that there are two different classes there. I think the difference between somebody who's magical because of decade of study, and someone who's magical because they just started to develop weird powers, X-Men style, is a pretty significant one. I don't think WotC handled wizards and sorcerors very well at all, but that's not because I don't think there should be two classes there-- I just think there shouldn't be two versions of the same class, which is essentially what we have.


I remember really liking the system for supernatural stuff that Fuzion System used. They basically gave a list of powers that you could purchase individually with your character creation points: super strength, flight, mental powers, energy blasts, all that sort of thing. You get to pick all the "special effects" freely, like whether your energy blasts, if you have them, are fireballs or waves of radioactivity or whatever.

And that was pretty much the whole superpower system. If you wanted to buy a bunch of mental powers and call yourself a psychic or psionic, that's cool, but you could also call yourself a pointy-hat-wearing mind-wizard, or a Neo-like figure in a Matrix-like world, or Charles Xavier, or Miss Cleo. The actual game mechanics made no assumption about the flavor you get from using them, which was part of why I liked it so much.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Wensleydale


Epic Meepo

The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

beejazz

Quote from: SilvercatMoonpawWell, part of what people want to do in D&D is be superheroes.    So they need high magic.  A way to put the super back into supernatural is to take it away from the players.  But that can be unsatisfying.  Of course, D&D magic is hack-and-slash magic.  As much as they may try, Wizards makes a majority of spells matter most in combat.  Combine this with an unwillingness of players and DMs to allow mages to do things not covered under the rules, and magic simply becomes a form of very powerful sword.

The dead don't talk?  Animals don't talk?  Inanimate objects don't talk?  That's not the fault of the system, that's the fault of all these DMs who get too wrapped-up in trying not to be "corny" or something like that.  Animals talk in the Chronicals of Narnia, and its the best part.  I, personally, think that people shouldn't limit themselves when they create worlds.  If you want talking X, have talking X, and to HELL with what anyone else thinks.

beejaz does have a point that the magic of D&D doesn't fit its core feel of Medievil Europe.  Magic items galore, classes with magical abilities out the wazoo, magical monsters, etc.  Even when worlds like Eberron they only go half-far enough.  Eberron has a few moments where it really picks up the high-magic thing and runs with it: there is an item in City of Towers that lets one scribe non-magical tatoos magically.  No useful game function!  But it sounds cool!  I actually don't expect the people who make D&D stuff to do that anytime soon, so it's up to us to realize the tiny details of a magical world.

My own personal peeve is that magic made mysterious or rare can get boring if it doesn't do anything.  Mages toil away for years seraching out rare components and the esoteric knowledge needed to create a spell to doâ,¬Â¦Ã¢,¬Â¦Ã¢,¬Â¦what?  Invariably the "long and difficult" process only holds our interest if at the end is a big explosion or something similarly dangerous or something spectacular.  I prefer my magic to do something like clean the house, which isn't allowed in a "magic is hard" setting.  beejazz moans that magic has become a tool, but in my estimation if you don't want magic to be a tool than don't let anyone get a hold of it, PC or NPC.  "Magic should bring about wonder" I agree with, but my wonder takes into account that I am a person living in this world: if animals talk then there is no reason they can't live among humans and do all sorts of jobs that only they could do.

(Sorry, sometimes you just have to rant.)
In certain varieties of fiction, half the fun of magic is the just plain finding it!

Like in Fullmetal Alchemist... sure they've got the basic "mage" shiz, but they're looking-for the be-all end-all of magic: the philosopher's stone. Magic is no longer the ends but the means... just kill some monsters and *pop* OMG WHERE THESE SPELLS COME FROM?! A freaking barbarian can "study over the party wizard's shoulder." Wizard: "WTF?! It took me 42 years pre-play to learn that cantrip!!! This just isn't fair!"

Likewise even with clerics: Moses had to friggin' climb mount Sainai to talk to God! That's an adventure in itself! Especially at his age.
Now...
*ring!*
God: Hello?
Cleric: Hey, whassup? (loud thumping noises in background)
God: Can it wait? I mean, I was just sitting down to dinner... about to spend some time with my wife and kids...
Cleric: Do you have any idea how much xp I just spent? I need answers now! (load moaning noises)
God: What... where the fuck are you?
Cleric: In a brothel... You gonna answer my question or what?
God: I'm hanging up now.
Cleric: Aw... C'mon, God! Don't be like that!
*click*

Just a fucking tool. Nothing special about magic.
[/rant]
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

QuoteWell, character-point-buy systems are skill-based systems, not class-and-level systems, so you'll never see D&D do that. D&D is the grandfather of all class-and-level systems, so I doubt that any designer will ever make an official D&D product that doesn't use a class-and-level system as its default mechanic; it would be contrary to the roots of D&D, like putting a modern engine in a classic car instead of rebuilding the original, authentic one.

I don't think so.  It is "contrary" to the roots of D&D that non-human PCs have the ability to gain max levels in their classes.
It is "contrary" to the roots of D&D that good and evil are alignment options.
As gaming has evolved so has D&D.  I do not doubt that WoTC, or the next owner of the D&D franchise, will follow the market;  and if the market cries for a skill system, then that will be the basis of Edition X.

Epic Meepo

The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

CYMRO

:offtopic:
QuoteI consider the roots of a game to be the first 3 or 4 years of its existence, meaning that both Basic and Advanced D&D are the roots of present-day D&D. (And no, I don't count Chainmail.)
Then you are discounting the roots of the game.

QuoteIf you want a skill-based system, use a skill-based system. Don't trash D&D in an effort to reinvent the wheel!

I am not trashing D&D, but it is now in its seventh or eighth incarnation, and each rule change has had its defenders and detractors, and each change has been an effort to market to the tastes of the masses.  Some have been failures, some have not.  I am old enough to have seen most incarnations from the get go, and was cognizant of the industry enough to see how D&D has adapted and changed.  It will continue to change to meet the needs of a changing market and audience.  Moreso now that Hasbro owns it.  This does not make that change good or bad, just a thing.

QuoteSo if D&D can't transform into a skill-based system when half of its players and the designers are pushing a move towards a skill-based system, it will never transform into a skill-based system.

Dungeons and Dragons is whatever Hasbro, or their successor, says it is.  If that means losing levels, then that is what it means.  TSR had the marketing savvy of baboon feces.  Hasbro is different.  Note how they successfully market, and profit thereby, all of those supplements they swore, just three years ago, they would never sell.  

QuoteAnd if it did, who would play it anyway? If skill-based roleplaying is your thing, then you should already be playing GURPS or Storyteller or any number of other skill-based systems. Compared to them, some late-comer wannabe skill-based system that isn't even true to its own history is just lame, no matter how famous its name.

The same people who now play the current, or any version, of D&D that are looking for a change in their game.
I have never, nor will never own or play a GURPS game.  Many people feel the way I do.  We would rather modify our favorite, D&D/d20, than play another system.  That is one of the great marketing secrets Hasbro knows about the brand they bought.  Slap the D&D label on something, and you guarantee a reasonable return.  
And the famous name, repackaged for a contemporary audience, is part of the selling point.  

And how exactly is D&D changing with the times and the people untrue to its own history?  Is that not what each edition has been about?  Trying to keep the game fresh and fun for the old hands, while attracting new players to the hobby?
How can introducing a skill-based system betray that history?

If the mistitled 4th Edition has skill-based PCs rather than level-based, there will be some, maybe many, who will howl in rage and not buy it.  Just as many will buy it.  Hasbro will make a profit.  New gamers will come to the hobby.  Old gamers will buckle, or wait for 5th edition.

I, myself, gave 2nd Edition a complete miss.  I went straight from 1st edition to 3.5.
I have friends who still play the original D&D.
Do not think because we want our D&D gaming experience to get better or grow with us that we are trashing it.  Obviously the opposite is true, or we would not be trying to find ways to better our hobby.

Epic Meepo

The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Lmns Crn

Note that I wasn't advocating ditchting levels and classes when I brought up Fuzion System. I was just making an example of a magic system that's highly flexible, and that doesn't make automatic statements on the way magic works in a setting that uses it.

For the most part, other than that refreshing quality, Fuzion System was really terrible.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

SilvercatMoonpaw

I recently thought about something: as I have said before, literary magic works because only one person is controlling it.  Maybe we need to do that somehow with whatever we decide to call the game (since, according to Epic Meepo, it won't be D&D if we completely rebuild the magic system).  I don't know how that, I just think it's a cool idea.

@Epic Meepo and Luminous Crayon: What's all this going on?  If you want to rant at each other, us PMs.

@Epic Meepo: So are you against any changes to D&D magic?  Or am I reading you wrong?
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Lmns Crn

Quote@Epic Meepo and Luminous Crayon: What's all this going on? If you want to rant at each other, us PMs.
I'm not ranting at anybody. I'm just trying to clarify and explain my answers to the topic question: "What don't you like about magic?"
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Epic Meepo

Quote from: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?13080Off Topic Rant[/url] thread.

Quote@Epic Meepo: So are you against any changes to D&D magic?  Or am I reading you wrong?
I am not saying that the magic system should remain unchanged. I would merely claim that the magic system as-is reflects some of the character that makes the D&D game what it is. Personally, I would try to rely less on completely new mechanics and more on minor changes that can be made to the existing system.

I agree with previous suggestions that changes to spell lists can do a surprising amount to change the feel of the magic system without greatly altering game mechanics, as can mixing in psionic powers as though they were spells. Creating arcane versions of divine classes and vice versa can change things. So can restricting some spells to casters who meet certain prerequisites (such as ranks in a related skill).

In my mind, when we're talking D&D, all of the above tweaking can produce a surprising amount of variety without needing to tear the rules apart and start again from ground zero. On the other hand, there's also nothing wrong with building your own magic system from scratch, or using existing spells but none of the existing mechanics for casting those spells.

My only caution about redesigning the magic system from scratch would be this: if someone invites me to play a session of D&D, I have certain expectations about the upcoming game. Learning a magic system radically different from anything in an official D&D product isn't one of those expectations.

(Incidentally, that was the point of my off-topic rant. The name "Dungeons and Dragons" has certain expectations attached to it. So long as those expectations exist, calling something that does not come close to those expectations "Dungeons and Dragons" can lead to confusion. Some amount of standardization of terminology is necessary to maintain meaningful discourse.)
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