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Switch to Forum Live View Do you think 5e will be high fantasy or low fantasy?
1 year ago  ::  Mar 18, 2012 - 4:15PM #51
Seroth
Date Joined: Aug 20, 2007
Posts: 76

Mar 18, 2012 -- 3:51PM, Samrin wrote:

Mar 18, 2012 -- 3:42PM, Seroth wrote:

Its funny that when people think about high magic they just imagine flashy combat spells (...well its also kinda sad). 

I'll love to see magic like the old "Grease" spell return to the game.


Mar 18, 2012 -- 8:25AM, ReaperTatt wrote:

Depends on setting. Eberron will be high magic. Dark sun will be low magic. The genre itself will more than likely be high fantasy simply die to the amount of fantastical and commonplace mythical creature that exist in the game world. IIRC birthright had a more low fantasy feel to it as it was modeled more on medieval life historically, but it's been a long time....




I´m not sure that Eberron is a high magic setting. Magic shaped Eberron, put an end to the war, destroyed Xendrik, but its also mundane, magic in eberron works like technology, nonetheless Wizards are respected in a society full of magic dabblers. (Also remember Eberron plays the best at low-mid lvls.) 




Eberron is extremely high magic, and is the only high magic setting that really makes sense to me. In a world with that much magic, it is a logical conclusion that it has woven itself into the fabric of every day life, such as tech, economics, and politics. This is why I don't like FR. It is super high magic, but people are still oo'd and aa'd by it.






Yep, that’s true but... what about the iconic characters? (There’re really few high lvl wizards on eberron and none of them reach the power of FR´s Wizards) 

Don’t you think the pulp aspect of Eberron makes that, while it’s a setting with a high amount of magic, everyday magic doesn’t feel that "high"? 

IMO in Eberron High magic is the sort of stuff that characters seek, but can only witness on the most extreme circumstances, like the destruction of Cyre in the day of mourning. 

I'm not saying that Eberron isn’t high magic, just that it’s a setting that makes me doubt about this assessment. (And I think that’s one of things that makes Eberron such an great setting, IMHO).



 
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1 year ago  ::  Mar 18, 2012 - 4:24PM #52
Butcha
Date Joined: Jun 29, 2008
Posts: 323

Mar 18, 2012 -- 3:51PM, Samrin wrote:

This is why I don't like FR. It is super high magic, but people are still oo'd and aa'd by it.





People will always be oo'd and aa'd by things they cannot understand. There's a wanna-be-mage who can do some nifty card tricks in every company I've ever worked in, and people are still oo'd and aa'd by it (me too).


Imagine... if we are amazed by people fiddling with cards... why should not a village commoner be amazed by a a flying wizard shooting lightning across the sky (even if they have heard such things exists by reputation from travellers) 

  



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Every time you abuse the system you enforce limitations.
Every time the system is limited we lose options.
Breaking an RPG is like cheating in a computer game.
As a DM you are the punkbuster of your table.
Dare to say no to abusers.
Make players build characters, not characters out of builds.





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1 year ago  ::  Mar 18, 2012 - 4:57PM #53
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882

Mar 18, 2012 -- 4:24PM, Butcha wrote:

Mar 18, 2012 -- 3:51PM, Samrin wrote:

This is why I don't like FR. It is super high magic, but people are still oo'd and aa'd by it.





People will always be oo'd and aa'd by things they cannot understand. There's a wanna-be-mage who can do some nifty card tricks in every company I've ever worked in, and people are still oo'd and aa'd by it (me too).


Imagine... if we are amazed by people fiddling with cards... why should not a village commoner be amazed by a a flying wizard shooting lightning across the sky (even if they have heard such things exists by reputation from travellers) 

  




Yeah, but when magic is that common, it should effect the world around it. People still live in a feudal medieval setting and act weird around magic. It's like us being oo'd and aa'd about electricity 2000 years from now.

When you have a Ye Olde Magick Shoppe on every street corner like a 7-11, and a wizard tower in every town. Magic items are getting traded often. They would be entrenched in the economic structure of the land. Eberron does this. I'm just saying that Eberrron takes a world like that to its logical conclusion. It is an aspect of everyday life like electricity is for us.

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1 year ago  ::  Mar 18, 2012 - 10:52PM #54
Arcane_Guyver
Date Joined: Nov 13, 2004
Posts: 1,957
I'd say people are impressed by spellcasting in Eberron, just not all of it. An average citizen of the Five Nations probably grew up seeing others perform rituals, using cantrips, utilizing wondrous items, or riding in elemental-bound vehicles. That said, attack spells, higher-level rituals and magic items, and creatures from other worlds would garner attention.

As far as 5e goes, it'll be high magic, but only the devs know how high. A 1st-level spell in previous editions could restore someone from dying to full health with a touch. On the other end of the spectrum, wasn't there an epic spell called 'Global Warming' that pretty much did what it sounds like?
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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1 year ago  ::  Mar 18, 2012 - 11:07PM #55
devilMonkey
Date Joined: Dec 19, 2010
Posts: 60
High fantasy.  For D&D.

Low fantasy (maybe not fantasy at all) for d20 modern, horror games, sci-fi games, maybe oriental, or old west.
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1 year ago  ::  Mar 19, 2012 - 2:04AM #56
Lady_Auralla
Date Joined: Feb 27, 2010
Posts: 818
Considering the stated design goals, if they manage to pull it off properly High or low fatasy will be a matter of choice for each seperate table.
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1 year ago  ::  Mar 19, 2012 - 2:37AM #57
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,066
well it all depends on your definitions.

some see lord of the righs as high fantasy.
but campared to forgotten realms or eberon there isen't that much magic in lord of the rings.

lord of the rings is low fantasy if you compare it to those 2 campaign settings.
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1 year ago  ::  Mar 19, 2012 - 3:19AM #58
Garthanos
Date Joined: Jan 15, 2009
Posts: 18,559

Mar 18, 2012 -- 10:52PM, Arcane_Guyver wrote:

A 1st-level spell in previous editions could restore someone from dying to full health with a touch.




This is one of those I like to pull out when someone claims D&D was ever low magic...  

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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1 year ago  ::  Mar 19, 2012 - 8:56AM #59
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

Mar 18, 2012 -- 3:08PM, Kalnaur wrote:

I'd say the trap is mechanical if it deals damage, because HP are mechanics.   Also, that what you call reflavouring is by my account houseruling, since source keywords are also mechanical.




If you go by that definition almost all meaningful reflavoring is houseruling. It is probably a language disconnect here. When I see houseruling I think of pages and pages of rules for a new class just to achieve the concept "I'm a dragon trapped inside a human body, and I want to break free". When I think of reflavoring I think of "Hey, can I play the blind incarnation of Void who sees by hearing the air movements around him? Sure, just roll a Warlock and we'll reflavor it a bit. Switch Cha and Wis for skills, you gotta have high perception but I don't think you're very diplomatic." Done.

I know we have different routes to reach the same conclusion though.  If a player asked if they could houserule the Paladin into an arcane champion, I'd ask what their concept was, what they were looking at doing, why the paladin instead of a predesigned class, etc.  If the reasons are good, change it from Divine to Arcane, remove holy symbols as an implement, and replace with a similar, singular implement (not sure why, but I want to say 'orb'), and at that point yes, the trap would trigger.




Yeah, that's what I'd do. I'd probably grant him swords as an arcane implement and call it a day. As to why he would do that, suppose he wants to play a heavy armored arcane caster with PHB only - it's the easiest way to go, really. I'd probably have him switch all radiant damage to elemental, too. Your choice of fire / ice / lightning for each power mark included.

Note, everyone, I'm not saying that houserules are bad.  Just that we should recognize that a power source confers mechanical workings, and thus has an impact on the game workings, where flavour has none and can be changed at will.  The moment a game mechanic comes into play, it's a houserule.




The point of my example was to show how flavor has a game impact. The example didn't work well, did it? Can you give me an example of pure reflavoring? I'm pretty sure I can point at an instance where it has a game impact too.

Are you interested in an online 4E game on Sunday? Contact me with a PM!

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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


Ideas for 5E
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1 year ago  ::  Mar 19, 2012 - 9:13AM #60
OskarOisinson
Date Joined: Mar 7, 2007
Posts: 222
I'd have to agree with the people on here advocating for both options. At this point in development, we should not be limiting options so broadly. That being said, I'd like more differentiation in how Settings play, feel, look, etc. That was something I felt was lacking in 4e... while I do like that they sort of standardized the art, so that it was all the same quality roughly (rather than having a patchwork of pieces that sometimes ranged from the atrocious to the brilliant). I wish it was standardized across related products, instead of over DnD overall. A lot of the character of a setting is created with the artwork. For instance, because I enjoy comics, particularly pulpy, Dark Age (late 80's early 90's) comics, I was very drawn to the 3x Eberron and Adnd Dark Sun art work because of this. When I got the 4e versions however, though I obviously appreciated the balance and ease of use that went along with it, the art generally didn't speak to me, and there was very little I felt that captured the old cinematic pulp feel of Eberron or the utter brutality of Dark Sun. Likewise with BoVD. There was nothing really Vile about it, more like 'slightly objectionable.' 

Now, in my example, I'm not advocating %$&#-upedness for it's own sake necessarily (though if people want to play that way, I don't see why they shouldn't be able to) but DnD is about story-telling and some of the best story-telling around deals with the pain, struggle, and catharsis that goes along with the darker side of human nature. One of the best films and books I've ever watched/read was Requiem for a Dream. If you've seen the movie, it may be hard to udnerstand how the book could be any darker, but I assure you it is, at least 10x more so. Be that as it may, the book and film both have incredibly compelling things to say about life, relationships, and the nature of dreams, all of which could NOT be said if the author shied away from the very grim realities that exist in our world. The BoVD for instance, origially covered drug-addiction or jsut addiction in general, something I have always found a compelling character hook, because it can be so broadly applied and involves so much moral grey area but also something that, when I have tried to home-brew effective rules for in 4e, the math started to make my head spin. Likewise things like fetishes and lust. Phobias and corrupt magic, which could potentially be used in game as a sort of means vs. ends dilemma. Basically, I think high and low should be supported but if they are, they should not be half-assed or made child-safe. I understand WoTC needs to move their product and the younger audience tends to have more disposable income and will perhaps consume for longer if they like a product, but when it comes to campaign settings, they need to stand out, otherwise, they really don't serve much purpose. 
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