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RYD date created : 2024-07-07T16:52:29.952846Z
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Top Comments of this video!! :3
Im working on a TTRPG system where magic is built in to each base class, and how you use it depends on your character traits/origin. Some characters might use magic to cast spells that blow up big craters of enemies, some might empower a sword strike to create a magic slash attack that covers a wide area, etc
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Fellow GM here. I think after playing as GM over 12 years in 5 different systems, that it that low vs high fantasy also tends to hold hands a lot with low crunch and high power fantasy.
It's a design feature in 5e DND and 1e PF, two systems that leans towards any one player with a high leveled caster to invalidate an encounter.
Over time I've enjoyed crunchier systems or ones that don't seem to leave the GM out of the fun of the equation. (like your example, a single spell unraveling an entire boss or puzzle to me does not translate as fun and more translates as me wasting my off screen time prepping)
And for those who love that power fantasy for themselves as a player or as a GM, more power to you all. Different strokes and all that.
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It all depends on the setting for me, yes high level casters can shut off encounters as easy as flicking their wrist. But there are monsters with intelligence and contingencies, it requires more planning and prep work. But personally Monty’s Dungeons of Drakenheim is such a good example of high level casters being made to feel as cornered as the non casters
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I like high fantasy, but not DnD style. The system needs to allow for both side ways and lateral growth but DnD is built a bit like fan. The ability to do numbers stop at a certain point but your options to insta kill your opponents through other means don't.
A better designed magic system would have natural limitations that encourage people to go down specific styles than just use a spell to creatively bypass the need for hit points.
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i think this is more a problem with the spell design rather than with magic itself. in D&D (3e and 5e, at the very least), rather than being tools to bolster the party's skillset and aid in different encounters, spells are designed to be instant win buttons that either do loads of damage or circumvent the need to solve a problem entirely. that's the actual problem imo.
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Watch me live!
youtube.com/raelice/live
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@void-creature
2 months ago
The difference between high and low fantasy can be defined in several ways, for example while I do like settings that are more out there when it comes to the magic and other fantastical things, low fantasy to me means that instead of having heroes triumphantly battling evil monsters, you just have people, people driven by desperation and greed and fear and hope, at each others throats and with their backs against the abyss. That's the kind of low fantasy I love
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