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Good or Bad - Settings Change when Rules Change
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<blockquote data-quote="Hammerhead" data-source="post: 251394" data-attributes="member: 73"><p>First of all, there wasn't a five year jump for FR. Supplements like Cloak and Dagger had already advanced the timeline to 70 or 71, so the timeline barely moved.</p><p></p><p>Second, FR had already been built around the rules of previous editions. High level wizards were a time a dozen in FR, especially in 2e. Why was that? At high levels, wizards were probably the most powerful class. Fighters mostly got crap after 10th level and did get crap after 13th. On the other hand, a 13th level level wizard still has 3 more levels of spells to learn. Since wizards were the best class at high levels, it stood to reason that most of high level people would be wizards. Most of the evil groups were run by wizards: the Red wizards, the Zhent battlemages, the twisted rune, etc. This situation makes perfect sense under 2e rules. Of course, now it makes a bit less sense - so the church of Bane dominates the Zhents, and the Red wizards have an overpowered prestige class.</p><p></p><p>I vastly prefer the second view on how the world works. I think it helps events to make more sense. If a world is built considering the effects of the rules, as opposed to being built with just an idea probably drawn from history, then it makes more sense, and most of the hard questions are already going to be answered. What happens in a world where that priest can raise the dead back to life? How does the town deal with the fact that the strangers that just walked in could cut apart their guards and blow their walls to splinters? What happens when a high level spellcaster goes to war - heck what happens when a guy with great cleave/whirlwind attack and magic armor goes to war? How does a storekeeper prevent theft in a magical world? Gameplay will often force some these questions to the forefront, and I think it's better to know answers ahead of time.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 251394, member: 73"] First of all, there wasn't a five year jump for FR. Supplements like Cloak and Dagger had already advanced the timeline to 70 or 71, so the timeline barely moved. Second, FR had already been built around the rules of previous editions. High level wizards were a time a dozen in FR, especially in 2e. Why was that? At high levels, wizards were probably the most powerful class. Fighters mostly got crap after 10th level and did get crap after 13th. On the other hand, a 13th level level wizard still has 3 more levels of spells to learn. Since wizards were the best class at high levels, it stood to reason that most of high level people would be wizards. Most of the evil groups were run by wizards: the Red wizards, the Zhent battlemages, the twisted rune, etc. This situation makes perfect sense under 2e rules. Of course, now it makes a bit less sense - so the church of Bane dominates the Zhents, and the Red wizards have an overpowered prestige class. I vastly prefer the second view on how the world works. I think it helps events to make more sense. If a world is built considering the effects of the rules, as opposed to being built with just an idea probably drawn from history, then it makes more sense, and most of the hard questions are already going to be answered. What happens in a world where that priest can raise the dead back to life? How does the town deal with the fact that the strangers that just walked in could cut apart their guards and blow their walls to splinters? What happens when a high level spellcaster goes to war - heck what happens when a guy with great cleave/whirlwind attack and magic armor goes to war? How does a storekeeper prevent theft in a magical world? Gameplay will often force some these questions to the forefront, and I think it's better to know answers ahead of time. [/QUOTE]
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