Here is something Sleeper wrote for the illusionist thread:
So let's drop kick science- physics, biology, meterorology, chemistry, geology, etc. and see what fantastic elements we can create that can be applied to any edition.
Sleeper said:This is a bit of a segue, but I've always disliked is the idea that magic is a separate force. That a fantasy world follows the exact same natural laws our does, with magic serving as a set of cheat codes that allows those natural laws to be violated. I much prefer magic to be an innate part of a fantasy world. Magic isn't a violation of the natural order; it is the natural order. A fantasy world isn't run by F=MA and the laws of thermodynamics and Mendelian heredity; thunder happens because spirits are playing not because of electrical potentials, monsters appear by spontaneous generation instead of natural selection, and medicine relies on balancing the humors instead of germ theory for effective treatments.
One example of how this thinking permeates D&D is anti-magic. The whole concept only makes sense if you think of magic as an artificial layer on top of a world that follows our natural laws. A layer that can be stripped off or taken away, leaving behind a world where things happen just like in our own. But that's not how our ancestors thought magic worked. To them, magic was an inherent part of the world. Some things are more magical, like unicorns, but nothing is truly without magic. If you twist a strand of grass in the right way and put it in your pillow, it will protect you. Not because you have magical talent and drew an otherworldly force into mundane grass, but because that's an inherent quality of grass and weaving. The magic was there. You can't strip away magic from the world any more than you can strip science away from ours.
This lack of magical thinking also impacts certain class features. For instance, why does 3E require alchemists to be spell casters? Why is learning how to cast formal spells a prerequisite for knowing how to combine and distill the quintessential properties of various substances to create a certain effect? It's because, to modern minds, magic is an external force, and only those who are attuned to that magical force can manipulate it. Same with thieves. Why are thieves mostly helpless when it comes to disabling magical traps? "It's magic, and thieves don't do magic!" But in our world, who's better at disabling a security system? A thief or security specialist, or an engineer? The thief should be the expert at foiling runes, and a thieves' bag of tools should contain eyes of newt and slivers of basilisk tongues, or whatever is needed to bypass a symbol or a glyph. They don't have to know how to build the fantasy equivalent of a laser, just how to detect one with the fantasy equivalent of an aerosol.
Most importantly, why does D&D assume that only spellcasters can create magic items? My mental model for magic-item creators is Norse or Germanic dwarves, Tolkien's Noldor, and armorers like Weyland. After all, medieval superstition considered steel to be a highly magical material in itself, and they attributed magical powers to those who worked the metal, as well — blacksmiths supposedly sang spells into the red hot bars. Wonder workers like Taleisin and Loki might have had fun casting spells and transforming themselves, but most of the most powerful items were created by craftsfolk, not spellcasters.
D&D consistently treats magic as something separate and distinct, assumes that only magic can counter magic, and that only a select few can manipulate magic. Ick.
Which is a long-winded way of saying magical != spell casting, and casting spells should not be part of the default repertoire of a magic-item creating class.
So let's drop kick science- physics, biology, meterorology, chemistry, geology, etc. and see what fantastic elements we can create that can be applied to any edition.