Post:Magic Theory and Magic Resistance (long) - 2/11/2009 - 13:21:49

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Re: Magic Theory and Magic Resistance (long) · on 2/11/2009 1:21:49 PM 10325
>>I think once ya'll are able to explain the physics behind magic it will stop being magic.

That's part of the point. Those silly accusations that the system does anything "because it's magic" would actually be true if magic was an undefined, occult power that nobody understood and didn't have any internal consistency to it.

We go the opposite and more realistic way. Once it was decided mana is a natural part of the setting, things began to resolve much like the discussion and exploration of any other natural force. This is emphasized in the skillset placements: all Magic Primes are also Lore secondary, all current Magic Secondaries are Lore prime, and Necromancers are the odd man out in their suffering. Only the Rangers and Paladins exist as magicians that don't, as an organization, put a lot of thought into what makes the wheels spin.

There is absolutely a trend to make discussions of magic come off more like physics than theurgy. That is the unique flavor of magic in DR, and allows the occult side of the guilds to get expressed by guild-specific themes (the Plane of Probability, Thanatology skill, Empathy skill, Communion, etc.)

-Armifer

This message was originally posted in Abilities, Skills and Magic - Magic - Suggestions, Discussions and Thoughts, by DR-ARMIFER on the play.net forums.