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I should also add that spells like "Detect Magic", "Detect Evil", "Detect Lies", "Resurrection", "Remove Disease", "Remove Poison" and similar make a very big difference in the style of campaign and adventures you can play.
I am not 100% against the above spells, but just want to say that if you have them without a clear in-game sacrifice for the characters (i.e., high chances of getting crazy, corrupted or devoured by a Daemon) then there are some kinds of adventure you will never be able to play correctly. That's the reason why D&D is interesting for high fantasy adventures but usually sucks for mistery or horror adventures.
I hope 3rd edition will maintain this sort of spells out of the player's hands...
Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat... (Nulner Blues campaign)
cogollo said:
I should also add that spells like "Detect Magic", "Detect Evil", "Detect Lies", "Resurrection", "Remove Disease", "Remove Poison" and similar make a very big difference in the style of campaign and adventures you can play.
I am not 100% against the above spells, but just want to say that if you have them without a clear in-game sacrifice for the characters (i.e., high chances of getting crazy, corrupted or devoured by a Daemon) then there are some kinds of adventure you will never be able to play correctly. That's the reason why D&D is interesting for high fantasy adventures but usually sucks for mistery or horror adventures.
I hope 3rd edition will maintain this sort of spells out of the player's hands...
I mostly agree. Of course detecting magic is fairly easy in Warhammer if a character is magically gifted(determining what kind of magic it is and what it does is a different matter) and the priests of Verena have some power to detect lies (but they're rare and not infallible).
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System absolutely affects the game and it's feel. I would say it's even vital to how the game feels itself, on whether the game atmosphere is backed by the system and vice versa. It's hard to play a dark, grim, deadly game if the rules have invincible adventurers who never have any chances for mental breakdowns and emotional trauma...and vice versa.
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