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* Of course the series has NoEnding, but there's a script showing all kinds of awesome stuff that was supposed to happen. Every real DungeonMaster has that situation where the players drift off or have schedule conflicts, so the DM ends up with this big climactic showdown designed and ready to go but never getting used.
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* Dungeon Master claimed to be their ''guide,'' he never claimed to be their ''friend.'' As any tabletop gamer knows, the dungeonmaster is operating entirely for their own benefit, not the players'.

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* Dungeon Master claimed to be their ''guide,'' he never claimed to be their ''friend.'' As any tabletop gamer knows, the dungeonmaster is operating entirely for their own benefit, not ''supposed'' to put the players'.player's characters in dangerous situations and refrain from helping them when they get overwhelmed.

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* All the Outer Planes are habbitable to humans (and other Primes), as long as they can avoid obvious deadly terrain or inhabitants. This might be a case of NoBiochemicalBarriers, as only a minority of planes are uninhabitable (elemental planes except air, energy planes and Far Realm). However, a note in Mordenkainen's Tome of Foes implies that the Far Realm may not be one place, but an entire multiverse. Only a small portion of the planes may be habitable. However, since they are the only ones we'd have any interest in visiting, those are the only ones we're given any information about.
--> The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is a multiverse of things that are, and there is a multiverse of things that shouldn't be.
--
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* A bit of ForgottenRealms fluff related fridge brilliance; a lot of people complained about them [[KilledOffForReal killing Mystra]] in 4e, after it had been established that Mystra is needed for magic to function. A lot of people also mentioned that Mystra had died more than once before, and asked what made this time so special. But there were two constants for when Mystra died; 1: magic started going completely haywire, and 2: someone stepped up and became a new Mystra before things got out of hand. What makes this time different is that the second one didn't happen. No one took over, so magic just went out of control. But where as everyone had expected a complete collapse, instead you got the spellplague. Even better: magic ''did'' completely collapse. The Realms has always been an extremely high-magic world, with a wide array of spellcasters, uses for magic, and a lot of high-power spellcasters. The Weave itself is designed to be an interface, because mortals cannot safely access raw magic without burning their brains out. When Mystra died and the Weave collapsed, it led to the ''rest'' of the magic in Realmspace also collapsing. What spellcasters use for magic now is merely remnants, fragments of the former power that magic held. And this also fits in perfectly with how powerful magic had been as compared to how powerful magic is now.

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* A bit of ForgottenRealms TabletopGame/ForgottenRealms fluff related fridge brilliance; a lot of people complained about them [[KilledOffForReal killing Mystra]] in 4e, after it had been established that Mystra is needed for magic to function. A lot of people also mentioned that Mystra had died more than once before, and asked what made this time so special. But there were two constants for when Mystra died; 1: magic started going completely haywire, and 2: someone stepped up and became a new Mystra before things got out of hand. What makes this time different is that the second one didn't happen. No one took over, so magic just went out of control. But where as everyone had expected a complete collapse, instead you got the spellplague. Even better: magic ''did'' completely collapse. The Realms has always been an extremely high-magic world, with a wide array of spellcasters, uses for magic, and a lot of high-power spellcasters. The Weave itself is designed to be an interface, because mortals cannot safely access raw magic without burning their brains out. When Mystra died and the Weave collapsed, it led to the ''rest'' of the magic in Realmspace also collapsing. What spellcasters use for magic now is merely remnants, fragments of the former power that magic held. And this also fits in perfectly with how powerful magic had been as compared to how powerful magic is now.
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* The introduction of dinosaurs as enemies. It seems pretty stupid at first, either fanboy nonsense or an attempt to cash-in on any of the various dinosaur crazes over the years. However, there's a solid reason behind their inclusion. High-level enemies tend to be either magical in nature, or magic-users; hence fighting them becomes an extended game of rock-paper-scissors as you attempt to counter their attacks or exploit their weaknesses. Wouldn't it be a nice change of pace to have an enemy who has a lot of HP, is extremely strong and massive, not to mention quick, but only has the intelligence of an animal? Enter the dinosaurs.
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%% This isn't Troper Tales or a forum. Refrain from first person entries, speculation, and "replying" to entries. RepairDontRespond is in effect here as much as any other page.

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%% This isn't Troper Tales or a forum. Refrain from first person entries, speculation, and "replying" to entries. RepairDontRespond Administrivia/RepairDontRespond is in effect here as much as any other page.

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* Sheila falling into the TeamMom role makes sense when you look at the way her and Bobby interact. She's at least eight years older than he is, and some of the statements they make indicate that Sheila has been doing a lot to raise her little brother, probably due to parents who are working and/or divorced. This also explains why Bobby is the most at ease with being in The Realm, his "mom" figure is already there with him.
* Diana's fear of getting old? Considering that, even though she's in her mid to late teens, gymnasts are considered long in the tooth by 20, this makes far too much sense.
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* The material components for a ''lot'' of spells [[https://dnd-wiki.org/wiki/Dungeonomicon_(3.5e_Sourcebook)/Maginomicon#Material_Components:_A_Joke_Gone_Way_Out_of_Hand have a knack for logically being able to do whatever the spell does.]]
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** Planescape explicitly spelled it out with the Slaadi Lords: they've artificially locked the Slaadi into specific forms because they know that if the Sladdi were left to true randomness and chaos, they'd eventually produce Sladdi more powerful than the Sladdi Lords.

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** Planescape explicitly spelled it out with the Slaadi Lords: they've artificially locked the Slaadi into specific forms because they know that if the Sladdi were left to true randomness and chaos, they'd eventually produce Sladdi more powerful than the Sladdi Slaadi Lords.



** There's often the question of why worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlives where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlives, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.
** While the gods have alignment-based portfolios in D&D, they also have specific professions, interests and so on. The afterlife of Vecna, for instance, probably involves more time spent in the library looking over the spell-books than torture or whatever. The mortals are tools for the gods, why would they waste time on them instead of using them just because they're dead? Especially since you only let in the devout followers.

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** There's often the question of why people worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- that — unlike good aligned good-aligned afterlives where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their there with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's its own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- devil — an opportunity for advancement not present in most good aligned good-aligned afterlives, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.
** While the gods have alignment-based portfolios in D&D, they also have specific professions, interests interests, and so on. The afterlife of Vecna, for instance, probably involves more time spent in the library looking over the spell-books than torture or whatever. The mortals are tools for the gods, why would they waste time on them instead of using them just because they're dead? Especially since you only let in the devout followers.



** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which ''would'' give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible.

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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods Gods, but mostly [[OriginalPositionFallacy those blinded by ambition who believed they'd have a good rank in the afterlife afterlife]] (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which ''would'' give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible.
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Natter and don't use first person.


** I always picked up on the fact that he said "Venger is the force of evil in this realm. I am Dungeon Master, (and instead of "the force of good" you would expect following the previous line, he just says...) Your Guide".

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** I always picked up on the fact that he said "Venger is the force of evil in this realm. I am Dungeon Master, (and instead of "the force of good" you would expect following the previous line, he just says...) Your Guide".
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** I always picked up on the fact that he said "Venger is the force of evil in this realm. I am Dungeon Master, (and instead of "the force of good" you would expect following the previous line, he just says...) Your Guide".
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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which /would/ give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible.

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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which /would/ ''would'' give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible.

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* The show creators admit that TheComplainerIsAlwaysWrong was an EnforcedTrope placed on them from higher up. But like any writers worth their salt? They put all the complaining on Eric the Cavalier, who (as others have pointed out) is derided for his opinions, but ''actually turns out to be spot-on'' about most of the things he's pointing out.
* Dungeon Master claimed to be their ''guide,'' he never claimed to be their ''friend.'' As any tabletop gamer knows, the dungeonmaster is operating entirely for their own benefit, not the players'.
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* Diana reveals in "Child of the Stargazer" that her father is an astronomer. That probably explains how she ended up named after the Roman goddess of the moon.

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* Diana reveals in "Child of the Stargazer" that her father is an astronomer. That probably explains how she ended up named after the Roman goddess of the moon.moon.

[[AC:Film]]
* The ending makes sense if you subscribe to the idea that the film is a [[ShowWithinAShow badly written D&D module]] and them vanishing like that were the players ending the campaign session for the night.
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** Planescape explicitly spelled it out with the Slaadi Lords: they've artificially locked the Slaadi into specific forms because they know that if the Sladdi were left to true randomness and chaos, they'd eventually produce Sladdi more powerful than the Sladdi Lords.

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[[AC:FridgeBrilliance]]

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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which /would/ give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible,
* Animated series: The players have classes that don't match their personalities, don't use their powers effectively, have trouble picking up on the dungeon master's sand keep arguing all the time. That's exactly like a real game.

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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which /would/ give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible,
incompatible.

[[AC:Animated Series]]
* Animated series: The players have classes that don't match their personalities, don't use their powers effectively, have trouble picking up on the dungeon master's sand instructions, and keep arguing all the time. That's exactly like a real game.game.
* "The Girl Who Dreamed Tomorrow": As the episode's title states, Terri's visions are specifically of "tomorrow." So how does she dream of herself meeting up with Bobby in the real world when Bobby and the others have remained in the Realm for weeks or months? Because "City at the Edge of Midnight" confirms that YearInsideHourOutside is in effect -- back on Earth, it's still the same night the kids got on the rollercoaster that sent them to the Realm, and no matter how many months pass from their POV before they get back, they'll still get back on the same night they left. Terri gets back to Earth (where it's still that same night) on the day (in the Realm) after she had that dream... so, from her POV back on Earth, when the kids get back that same night, and Bobby tracks her down the next day, it will be "tomorrow."
* Diana reveals in "Child of the Stargazer" that her father is an astronomer. That probably explains how she ended up named after the Roman goddess of the moon.
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** It seems like a DM really interested in doing worshippers of evil religions justice could hit it from a lot of angles, even in the same game varying from individual to individual. In 4e it was implied that worshippers were few for evil Gods but mostly those blinded by ambition who believed they'd have a good rank in the afterlife (some might be twisted and mad cultists, others cultured hedonists), other petitioners might be the souls who worshipped (or paid lipservice) to the Good Gods but were barred for being too evil (which /would/ give the card-carrying evil-worshippers a significant rank-and-file to lord over). Another moralistic interpretation might be that these evil souls actively "worshipped" the Evil Gods through their actions even if they paid empty lip service to good. Similarly, there's a lot of Gods like Gruumsh who, while Evil, are also amongst the only divine representatives for their race and someone they could appeal to for protection. Even Neutral members of largely Good races might pay some lip-service to Evil gods in the same way some traditional religions might make sacrifices or hold services for evil gods; to avert their ire in times of crisis. To really do justice to the question, one would have to set the game in Planescape and show the legal/bureaucratic nightmare that would be getting souls into the right afterlife and God(dess) when the two might be incompatible,

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Stripping out natter, first person, and disproven entries.


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%% This isn't Troper Tales or a forum. Refrain from first person entries, speculation, and "replying" to entries. RepairDontRespond is in effect here as much as any other page.
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%% Fridge that demands an answer goes on the Headscratchers tab.
%% If you want to add a fridge example that needs an answer, or see a fridge example you want to answer, move it over to Headscratchers.
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* This troper was up in arms after seeing the announcement for ''DungeonsAndDragons'' 4th edition. But after I came to consider that I hadn't played ''D&D'' for nearly a year by that point, and hadn't [=DMed=] in about two, thanks to my growing frustration with creating adventures past 13th level, that my opinion shifted to more "wait and see." And then I picked up the preview books describing changes to the assumptions of the setting, which kicked off a great storm of world revamping and creative growth, and ''then'' got a chance to play with the quick-start rules and found it so much easier to use that my opinion did a complete 180. -- TheStray
** I was also rather concerned about a lot of the changes, and then I played some and discovered that the new Fighter rules and special abilities make me into the ultimate tank with much more ease than before. -- {{Crazael}}
*** Nobody ever doubted that -- HydroGlobus
** I originally thought the Primordials in the new generic campaign setting were a cheesy ''{{Exalted}}'' ripoff. Then I started thinking of them as more like the Giants of NorseMythology, powerful and chaotic elemental beings that are in opposition to the gods. They suddenly became much cooler, as I am a bit of a Norse mythology fan. -- {{Peteman}}
*** The dragonborn seemed like a cheesy, "here, you can play a dragon character" addition to the game, until our group started exploring the potential backgrounds in each of the races. With bonuses to Charisma, History checks, and a background involving a long-lost empire, the dragonborn sound less tossed-in, and a lot more like a race inspired by Persian/Arabic backgrounds, and even nods to Islam and Zoroastrianism. With that, my view of the dragonborn turned from "Why did we need this?" to "There is but one god, and Bahamut is his prophet." -- {{Delcan}}
**** And now I need to clean off my screen - and thank Delcan for giving me something new to play with in AD&D...
**** Reading this FridgeBrilliance entry inspired me to realize WHY they changed the death and dying rules the way they did. (Aside from RuleOfFun). ''D&D'' became more popular and more "mainstream" over the years. Therefore, trends in gaming changed from the "Let's simulate an adventure." to a "Let's be the perfect action hero who recovers and prevails during fights!", so ''D&D'' changed to suit the new audiences demands. Pity that's what annoys me so much. -- {{Hariman}}

*** This troper's particular original point of contention was that 4E seems to be trying to enforce a 'level cap', {{MMORPG}} style, as if to discourage epic-level play. But later, I realised that pretty much everyone will admit that at epic levels in previous editions of D&D (and many other games), balance is an absolute joke in so many ways, combat takes forever to resolve, and gameplay itself becomes absolutely ridiculous. They're trying to encourage players to take their time levelling, or even be more willing to retire characters that become powerful enough and roll new ones. It's not something you have to agree with or like by any means (most of my friends don't like the idea) but they did that for a reason. -SabreJustice.
** This pales in comparison to the other examples here, but the 4th ed. Monster Manual 2 has a foe called the Human Gladiator. His Well-Placed Kick [[ShareTheMalePain dazes and slows its target.]]
* A bit of ForgottenRealms fluff related fridge brilliance; a lot of people complained about them [[KilledOffForReal killing Mystra]] in 4e, after it had been established that Mystra is needed for magic to function. A lot of people also mentioned that Mystra had died more than once before, and asked what made this time so special. It occured to me that there were two constants for when Mystra died; 1: magic started going completely haywire, and 2: someone stepped up and became a new Mystra before things got out of hand. What makes this time different is that the second one didn't happen. No one took over, so magic just went out of control. But where as everyone had expected a complete collapse, instead you got the spellplague.
** Even better: magic ''did'' completely collapse. The Realms has always been an extremely high-magic world, with a wide array of spellcasters, uses for magic, and a lot of high-power spellcasters. The Weave itself is designed to be an interface, because mortals cannot safely access raw magic without burning their brains out. When Mystra died and the Weave collapsed, it led to the ''rest'' of the magic in Realmspace also collapsing. What spellcasters use for magic now is merely remnants, fragments of the former power that magic held. And this also fits in perfectly with how powerful magic had been as compared to how powerful magic is now.
* I figured for a bit that the bard would forever be made of weak sauce when it occured to me everyone thinks bards are terrible so when it comes to attack I'm low priority.-Doomboy911
* In TableTopGame/{{Pathfinder}} I was wondering how a bard could cast spells while maintaining bardic performance. Then I looked over the bard class's description closer and relaised that they made it so all bard spells have verbalk components and these components depend on perform.
* I was wondering why bards would have the ability to create illusions and temporarily summon monsters just by singing and why they're not just called wizards/sorcerers, but then I realized: modern special FX haven't been invented yet! Of course the most successful actors/playwrights would be the illusionists/summoners!
* Tabletop-related, I didn't know why one of fast usage options for Hamete's dice server was [=4D6-L=] until I learned how to make a D&D character.
* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''TableTopGame/{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --Tropers/{{Filby}}

to:

* This troper was up in arms after seeing the announcement for ''DungeonsAndDragons'' 4th edition. But after I came to consider that I hadn't played ''D&D'' for nearly a year by that point, and hadn't [=DMed=] in about two, thanks to my growing frustration with creating adventures past 13th level, that my opinion shifted to more "wait and see." And then I picked up the preview books describing changes to the assumptions of the setting, which kicked off a great storm of world revamping and creative growth, and ''then'' got a chance to play with the quick-start rules and found it so much easier to use that my opinion did a complete 180. -- TheStray
** I was also rather concerned about a lot of the changes, and then I played some and discovered that the new Fighter rules and special abilities make me into the ultimate tank with much more ease than before. -- {{Crazael}}
*** Nobody ever doubted that -- HydroGlobus
** I originally thought the Primordials in the new generic campaign setting were a cheesy ''{{Exalted}}'' ripoff. Then I started thinking of them as more like the Giants of NorseMythology, powerful and chaotic elemental beings that are in opposition to the gods. They suddenly became much cooler, as I am a bit of a Norse mythology fan. -- {{Peteman}}
*** The dragonborn seemed like a cheesy, "here, you can play a dragon character" addition to the game, until our group started exploring the potential backgrounds in each of the races. With bonuses to Charisma, History checks, and a background involving a long-lost empire, the dragonborn sound less tossed-in, and a lot more like a race inspired by Persian/Arabic backgrounds, and even nods to Islam and Zoroastrianism. With that, my view of the dragonborn turned from "Why did we need this?" to "There is but one god, and Bahamut is his prophet." -- {{Delcan}}
**** And now I need to clean off my screen - and thank Delcan for giving me something new to play with in AD&D...
**** Reading this FridgeBrilliance entry inspired me to realize WHY they changed the death and dying rules the way they did. (Aside from RuleOfFun). ''D&D'' became more popular and more "mainstream" over the years. Therefore, trends in gaming changed from the "Let's simulate an adventure." to a "Let's be the perfect action hero who recovers and prevails during fights!", so ''D&D'' changed to suit the new audiences demands. Pity that's what annoys me so much. -- {{Hariman}}

*** This troper's particular original point of contention was that 4E seems to be trying to enforce a 'level cap', {{MMORPG}} style, as if to discourage epic-level play. But later, I realised that pretty much everyone will admit that at epic levels in previous editions of D&D (and many other games), balance is an absolute joke in so many ways, combat takes forever to resolve, and gameplay itself becomes absolutely ridiculous. They're trying to encourage players to take their time levelling, or even be more willing to retire characters that become powerful enough and roll new ones. It's not something you have to agree with or like by any means (most of my friends don't like the idea) but they did that for a reason. -SabreJustice.
** This pales in comparison to the other examples here, but the 4th ed. Monster Manual 2 has a foe called the Human Gladiator. His Well-Placed Kick [[ShareTheMalePain dazes and slows its target.]]

* A bit of ForgottenRealms fluff related fridge brilliance; a lot of people complained about them [[KilledOffForReal killing Mystra]] in 4e, after it had been established that Mystra is needed for magic to function. A lot of people also mentioned that Mystra had died more than once before, and asked what made this time so special. It occured to me that But there were two constants for when Mystra died; 1: magic started going completely haywire, and 2: someone stepped up and became a new Mystra before things got out of hand. What makes this time different is that the second one didn't happen. No one took over, so magic just went out of control. But where as everyone had expected a complete collapse, instead you got the spellplague.
**
spellplague. Even better: magic ''did'' completely collapse. The Realms has always been an extremely high-magic world, with a wide array of spellcasters, uses for magic, and a lot of high-power spellcasters. The Weave itself is designed to be an interface, because mortals cannot safely access raw magic without burning their brains out. When Mystra died and the Weave collapsed, it led to the ''rest'' of the magic in Realmspace also collapsing. What spellcasters use for magic now is merely remnants, fragments of the former power that magic held. And this also fits in perfectly with how powerful magic had been as compared to how powerful magic is now.
* I figured for a bit The bard is seen as weak so that the bard would forever be made of weak sauce when it occured to me everyone thinks bards are terrible so when it comes to attack I'm low priority.-Doomboy911
* In TableTopGame/{{Pathfinder}} I was wondering how a bard could cast spells while maintaining bardic performance. Then I looked over
the bard class's description closer and relaised that they made it so all bard spells have verbalk components and these components depend on perform.
* I was wondering why bards would have the ability to create illusions and temporarily summon monsters just by singing and why
enemy is attacking, they're not just called wizards/sorcerers, but then I realized: modern low priority.
* Bard illusion spells are basically cheap
special FX haven't been invented yet! Of course the most successful actors/playwrights would be the illusionists/summoners!
effects.
* Tabletop-related, I didn't know why one of fast usage options for Hamete's dice server was [=4D6-L=] until I learned how to make a D&D character.
*
Slaadi:
**
A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''TableTopGame/{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --Tropers/{{Filby}}



* There's often the question of why worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlifes where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlifes, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.
** While the gods have alignment-based portfolios in D&D, they also have specific professions, interests and so on. The afterlife of Vecna, for instance, probably involves more time spent in the library looking over the spell-books than torture or whatever. The mortals are tools for the gods, why would they waste time on them instead of using them just because they're dead. Especially since you only let in the devout followers.

to:

** Another theory is that chaos has two parts to it: Change and randomness. The slaadi represent the latter. They are, by normal terms, insane. In their world, the answer to everything is "giant frog." One of the definitions of insanity is trying to do the same thing and expect different results. So, they use giant frogs for everything.
* Evil afterlives:
**
There's often the question of why worship an evil god when their afterlife is so horrible. horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlifes afterlives where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlifes, afterlives, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.
** While the gods have alignment-based portfolios in D&D, they also have specific professions, interests and so on. The afterlife of Vecna, for instance, probably involves more time spent in the library looking over the spell-books than torture or whatever. The mortals are tools for the gods, why would they waste time on them instead of using them just because they're dead. dead? Especially since you only let in the devout followers.



* About the animated series which is frequently accused of not reflecting the source material: the players have classes that don't match their personalities, don't use their powers effectively, have trouble picking up on the dungeon master's clue and keep arguing all the time. ''How is this not like a REAL dungeons and dragons game?''

to:

* About the animated series which is frequently accused of not reflecting the source material: the Animated series: The players have classes that don't match their personalities, don't use their powers effectively, have trouble picking up on the dungeon master's clue and sand keep arguing all the time. ''How is this not That's exactly like a REAL dungeons and dragons game?''real game.
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* In pathfinder I was wondering how a bard could cast spells while maintaining bardic performance. Then I looked over the bard class's description closer and relaised that they made it so all bard spells have verbalk components and these components depend on perform.

to:

* In pathfinder TableTopGame/{{Pathfinder}} I was wondering how a bard could cast spells while maintaining bardic performance. Then I looked over the bard class's description closer and relaised that they made it so all bard spells have verbalk components and these components depend on perform.



* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --Tropers/{{Filby}}

to:

* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''{{Pathfinder}}'' ''TableTopGame/{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --Tropers/{{Filby}}
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** While the gods have alignment-based portfolios in D&D, they also have specific professions, interests and so on. The afterlife of Vecna, for instance, probably involves more time spent in the library looking over the spell-books than torture or whatever. The mortals are tools for the gods, why would they waste time on them instead of using them just because they're dead. Especially since you only let in the devout followers.
** The only afterlife plane that is the standard brimstone and torture hell are the demon and devil planes... and no one does worship them, really. Apart from cultists who are, y'know, into that kind of thing.
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* There's often the question of why worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlifes where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlifes, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.

to:

* There's often the question of why worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlifes where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlifes, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.boring.
* About the animated series which is frequently accused of not reflecting the source material: the players have classes that don't match their personalities, don't use their powers effectively, have trouble picking up on the dungeon master's clue and keep arguing all the time. ''How is this not like a REAL dungeons and dragons game?''
Is there an issue? Send a MessageReason:
None


** Moreover, how many real-world animals can the average person think of that represent Chaos's transformative aspects better than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life, in shifting from juvenile to adult; only parasitic worms transform as drastically, and slaadi emulate ''them'' in their breeding methods, too.

to:

** Moreover, how many real-world animals can the average person think of that represent Chaos's transformative aspects better than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life, in shifting from juvenile to adult; only parasitic worms transform as drastically, and slaadi emulate ''them'' in their breeding methods, too.too.
* There's often the question of why worship an evil god when their afterlife is so horrible. Really, it isn't. Sure, there's endless torture and pain, but there's also debauchery to contrast to that- unlike good aligned afterlifes where there's only pleasure, there's no contrast, and pain and pleasure are meaningless without the contrast. More over, evil afterlifes such as the Nine Hells present souls condemned their with constant mental challenges, the opportunity to match wits and will against devils, the most cunning and clever outsiders in the universe. For the intellectually inclined, such an opportunity would be a remarkably stimulating and rewarding experience on it's own, but the end result is the possibility of climbing the diabolic ladder and becoming a more powerful devil- an opportunity for advancement not present in most good aligned afterlifes, where you're expected to sit in contentment for eternity. It's not a bad prospect for most, but for the evil or the ambitious, it would seem profoundly boring.

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Massive four bullet pont debate moved to discussion.


***** I'd say that the reason is closer to "dying and creating a new character every session cuts down on the roleplay and makes fighting the only thing worth concentrating on." Why bother with real roleplaying if the personality you so painstakingly created, and the in-character friendships and contacts you've worked so hard to form, could be taken away at any second? Also, death is no longer a certainty in 4.0, as fate plays a part in whether a resurrection even works. This means that death has more impact and balance; it's more nebulous. There's no longer a sort of "resurrection hump" to cross, before which you're basically screwed and after which death is a mere annoyance. You should give 4.0 a fair chance; despite being flawed, it circumvents a lot of things in 3.5 that were plain nonsense. --Wynne
***** That just plays right into the "dumbing it down" argument. If you're smart about how you build and play your characters, you won't die very often in anything outside of the TombOfHorrors. On the other hand, you would have to be downright retarded to lose a character in 4th ed. Now a valid argument would be that 4th ed lets you get back in the fight faster. If that's what you want, 4th ed really is the better game. -- {{gibberingtroper}}

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***** I'd say that the reason is closer to "dying and creating a new character every session cuts down on the roleplay and makes fighting the only thing worth concentrating on." Why bother with real roleplaying if the personality you so painstakingly created, and the in-character friendships and contacts you've worked so hard to form, could be taken away at any second? Also, death is no longer a certainty in 4.0, as fate plays a part in whether a resurrection even works. This means that death has more impact and balance; it's more nebulous. There's no longer a sort of "resurrection hump" to cross, before which you're basically screwed and after which death is a mere annoyance. You should give 4.0 a fair chance; despite being flawed, it circumvents a lot of things in 3.5 that were plain nonsense. --Wynne
***** That just plays right into the "dumbing it down" argument. If you're smart about how you build and play your characters, you won't die very often in anything outside of the TombOfHorrors. On the other hand, you would have to be downright retarded to lose a character in 4th ed. Now a valid argument would be that 4th ed lets you get back in the fight faster. If that's what you want, 4th ed really is the better game. -- {{gibberingtroper}}



** Moreover, how many real-world animals can the average person think of that represent Chaos's transformative aspects better than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life, in shifting from juvenile to adult; only parasitic worms transform as drastically, and slaadi emulate ''them'' in their breeding methods, too.

to:

** Moreover, how many real-world animals can the average person think of that represent Chaos's transformative aspects better than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life, in shifting from juvenile to adult; only parasitic worms transform as drastically, and slaadi emulate ''them'' in their breeding methods, too.
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* I was wondering why bards would have the ability to create illusions and temporarily summon monsters just by singing and why they're not just called wizards/sorcerers, but then I realized: modern special FX haven't been invented yet! Of course the most successful actors/playwrights would be the illusionists/summoners!
Is there an issue? Send a MessageReason:
None


** Moreover, how many real-world animals can you think of that represent Chaos's transformative aspects than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life.

to:

** Moreover, how many real-world animals can you the average person think of that represent Chaos's transformative aspects better than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life.life, in shifting from juvenile to adult; only parasitic worms transform as drastically, and slaadi emulate ''them'' in their breeding methods, too.
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** Moreover, how many real-world animals can you think of that represent Chaos's transformative aspects than the frog? In its life cycle, it changes from water-breather to air-breather, herbivore to carnivore, finned to legged. Not even butterflies alter ''that'' many aspects of their way of life.
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**** And now I need to clean off my screen - and thank Delcan for giving me something new to play with in AD&D... -- {{Valandar}}

to:

**** And now I need to clean off my screen - and thank Delcan for giving me something new to play with in AD&D... -- {{Valandar}}
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* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --{{Filby}}

to:

* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --{{Filby}}--Tropers/{{Filby}}
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* A lot of people think it's silly that the slaadi, the embodiments of ChaoticNeutral in the same way demons personify ChaoticEvil, look like humanoid frogs. The usual response is that, if they embody pure chaos, they could look like anything, so why ''shouldn't'' they look like frogs? But after some research I found that in Egyptian mythology, the chaos before creation was inhabited by primal gods, some of whom looked like, you guessed it, [[http://en.wikipedia.org/wiki/Ogdoad frogs]]. For bonus points, ''{{Pathfinder}}'' wasn't able to use slaadi due to copyright reasons, so their role of ChaoticNeutral exemplars was filled with the proteans, who, like some other primal Egyptian gods, look like snakes. --{{Filby}}
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** Even better: magic ''did'' completely collapse. The Realms has always been an extremely high-magic world, with a wide array of spellcasters, uses for magic, and a lot of high-power spellcasters. The Weave itself is designed to be an interface, because mortals cannot safely access raw magic without burning their brains out. When Mystra died and the Weave collapsed, it led to the ''rest'' of the magic in Realmspace also collapsing. What spellcasters use for magic now is merely remnants, fragments of the former power that magic held. And this also fits in perfectly with how powerful magic had been as compared to how powerful magic is now.

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