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#1 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#2 |
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Join Date: Jun 2005
Location: Lawrence, KS
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#4 | |
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Join Date: May 2005
Location: Oz
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Quote:
Likewise with potions made of weird ingredients, magical incantations in obsolete languages, slips of paper with magical words and diagrams on them worn as amulets, gathering ingredients and making potions at astrologically-defined times and while repeating incantations in obsolete languages, etc. Medicine has come a long way since Semmelweiss and Lister.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#5 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#6 |
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Join Date: Jun 2006
Location: Earth, mostly
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Can't speak to original D&D, but AD&D's first edition specified that metallic armors were incompatible with higher magics. They also claimed that mailed gauntlets would interfere with the subtle gestures needed to case spells.
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
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#7 |
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Join Date: Jul 2006
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This sort of thing seems to assume a class based RPG - I've only encountered it outside class based games in a context where it appears to be a deliberate attempt to mimic the same effect.
The main reason seems to be either PvP balance or niche protection - explanations given as fluff rarely make any sense. And of course, there's "that one specific class based RPG" with its origins in wargaming where "magic users" and "fighting men" were simply different kinds of unit with different capabilities, without needing to probe too far into the underlying reality of the thing. The whole "you can't do it at all because stuff" position is distinctly old school - the modern trend (and the same trend that has always existed in non-class systems) would be towards "you can try, but you'll suck at it" ... which seems far more congruent. Mythically speaking, wizards tend not to wander about in armour (although sword wielding seems reasonably common), but on the other hand they tend not to shoot fireballs either. Also, most mythic wizards are (or appear to be) very old, which may also impair their fighting ability. |
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#8 |
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Join Date: Jul 2005
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The 'no metal' thing appears in EMPIRE OF THE PETAL THRONE too and I'd give a pretty to know if the Professor stuck that in there before he found DnD or after.
It's mostly a niche-protection rules based thing rather than a mythical thing. GURPS magicians mostly want to avoid carrying heavy loads because that cuts into their fatigue points that they're going to be using to power spells. Which doesn't say 'you can't' but rather 'if you do, you're going to have live with these problems'.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
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#9 |
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Join Date: Jun 2006
Location: The Great White North
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Yes, that seems to be derived from folk tales the the magical fair folk, that is, the Fae, cannot abide iron in any form.
__________________
How do you keep a fool busy? Turn upside down for answer. ˙ɹǝʍsuɐ ɹoɟ uʍop ǝpısdn uɹnʇ ¿ʎsnq ןooɟ ɐ dǝǝʞ noʎ op ʍoɥ |
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#10 |
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Banned
Join Date: Jun 2005
Location: Bristol
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I thought it came from the fae myth that had weakness to iron.
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| Tags |
| armor, rules, wizards |
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