gladiusdei:
It's the combination of number of spells with types of spells, the types of magic, the hierarchy to it, and the variety. Players in D&D understand that when a wizard casts greater planar binding, it is a show of great force and power because they know the level involved, what could be summoned, etc.
That's one way to look at it, I've never* seen it that way, but sure.
* Consider it a failing of my imagination, but I'll explain why in a moment.
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I have not encountered other systems that have that same tightly laid out magical system.
GURPS, Rolemaster, Dresden Files, Ars Magica, Mage: The Awakening/Ascension, etc.
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Things like Mage and other more open ended systems technically can allow great feats of magic, but they have less of an impact because the limits and reaches of magic are so much less defined.
It's just as defined, it's simply defined in a different way, and in the case of Mage, since "everyone is doing it" it probably feel less "epic". It might still be cool, but when everyone's a superhero, now one is special. And I think that might be feeding into your lack of 'awe' over MtA's magic system. When Bob the Sorcerer makes the epic magic happen, well... it's not as incredible when everyone else in the party has the same phenomenal cosmic powers.
Like let's wrap back to the premise of this thread, Gestalts. If everyone in the party was a Wizard or Sorcerer, would it feel so very awesome when one of them Summons an Extraplanar Being? Or would that just be "the first move of every fight" (aka "It's Tuesday, Bob's summoning angels again. Suzy hit the party with your maximized improved overpowered invincible Fire Immunity spell, and I'll drop a Meteor Swarm centered on Bob's Fire Angel..").
And that's why I've never felt that D&D has a particularly "awe inspiring" magic system, the cost is so low, "just survive long enough to get the level", that the magic itself begins to feel mundane. See also "everything modern tech can do magic can do better" problem of settings like Eberron.
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Having magic so clearly regimented makes growing in that magic system have a great deal more weight.
Eh. I don't see it. But I've also lament the incredibly slow "growth" in other systems, so I think this might be system blindness on your part. Which is fine, everyone has a preferred a system.
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which would require adapting a different system to the setting.
It is that. Granted I don't care about emulating everything perfectly, if you want perfect emulation, run the game the setting was built for. The feel and look is good enough, and that's the real key to emulating a setting. Don't worry that "+1 magic swords" don't exist in the new system, just adapt to what does. Or make it up.
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And it wouldn't be a perfect fit.
Never is and as I argue, shouldn't be.
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As is evidenced here, there aren't a lot of players interested in this sort of game, at least not vocally so, so it's hard to know if I would be able to find a group for a game like that.
I wouldn't take anything said in this thread (or threads on RPoL in general) as gospel. The vocal few are just that, the vocal few, we aren't a "voice of the silent masses" at all.
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I don't know of many outside things like lord of the rings or star wars, or modern day games obviously.
There you go, as I said: "once you leave the [D]ungeon Fantasy genre" and that's what I meant. The White Wolf settings is vast and has depth, GURPS has a lot of settings (just not quite as vast or 'deep'), several even fits the Dungeon Fantasy genre; Star Wars; Middle Earth; Traveler; Trans-Human Space; etc.
See, the thing is D&D is so huge, it eclipses the dungeon fantasy genre, it makes going deep and wide on building a setting difficult, most OSR and D&D off-shoots do not do well. Paizo's D&D is the one exception, and I think it only did well because
it is D&D and was serving a
vast 'niche' in the hobby that WotC decided to abandon and call names as WotC left that 'niche' behind. Had WotC not made 4e their "Edition War" edition... well, we'll never know how many converts WotC won for Paizo with that move.