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<blockquote data-quote="Wolf1066" data-source="post: 5390908" data-attributes="member: 88680"><p>I never said anything about <em>landing</em>, and I suspect a "handful" of soldiers flying far above bow-shot, dropping flasks of lamp-oil and lit rags, would make the battle quite "interesting" - especially in the vicinity of the castle's grain store and stables.</p><p></p><p>As to the rest, I never encountered any such restrictions - it's an enduring trope that every party has it's own mage and eventually they learn to do some pretty cool stuff. How common are they? Pretty much every tavern has at least one aching to sign up for adventure with a bunch of random strangers... that's another enduring trope.</p><p></p><p>I've never played 3E to my knowledge, I think 2E was the most recent I've played. We just wandered around learning how to cast spells that we found useful - never cost us anything. Why pay for it if your party already has someone who can do it and will do so for the good of the group?</p><p></p><p>And if you do have to pay for it, who says you have to save up the money? Money lenders have been around for almost as long as there's been money. I suspect that before that it was, "sure, I'll give you this net but I get one fish out of every ten you catch..." Cost is not a prohibiting factor when you're expecting to get filthy rich due to your initial investment - just like today, really. You borrow the money knowing that you will pay it back when the enterprise starts paying off.</p><p></p><p>As to mills working around the clock: What is more cost effective: Having one mill that can process all the output from your land by working around the clock or three mills in order to process that same output during daylight hours only. If a continuous light spell costs less in labour and materials and actual currency than building two more mills then, by your own argument, they are going to take the magic route.</p><p></p><p>If the local mill can't process your grain for a week because they can only work during the day and it's harvest season, <strong>everyone </strong>wants their grain milled but five miles further up the road is a mill that will do it tomorrow as they're working around the clock, which mill will be getting your money?</p><p></p><p>And by nature of the game, magic is easier and cheaper than the labour intensive/cost intensive ways because if you make magic so prohibitively expensive or labour-intensive (costlier for a "continuous light" spell than for two bloody-great stone mills, easier to throw some lamp oil and a burning rag than to cast a fireball spell, easier to do field surgery than a healing spell etc), you effectively remove it from the game - no one's going to do it at all and you're back to doing things the natural way - which means that, eventually, people are going to discover gunpowder or similar chemicals to do what they would have done by magic.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5390908, member: 88680"] I never said anything about [I]landing[/I], and I suspect a "handful" of soldiers flying far above bow-shot, dropping flasks of lamp-oil and lit rags, would make the battle quite "interesting" - especially in the vicinity of the castle's grain store and stables. As to the rest, I never encountered any such restrictions - it's an enduring trope that every party has it's own mage and eventually they learn to do some pretty cool stuff. How common are they? Pretty much every tavern has at least one aching to sign up for adventure with a bunch of random strangers... that's another enduring trope. I've never played 3E to my knowledge, I think 2E was the most recent I've played. We just wandered around learning how to cast spells that we found useful - never cost us anything. Why pay for it if your party already has someone who can do it and will do so for the good of the group? And if you do have to pay for it, who says you have to save up the money? Money lenders have been around for almost as long as there's been money. I suspect that before that it was, "sure, I'll give you this net but I get one fish out of every ten you catch..." Cost is not a prohibiting factor when you're expecting to get filthy rich due to your initial investment - just like today, really. You borrow the money knowing that you will pay it back when the enterprise starts paying off. As to mills working around the clock: What is more cost effective: Having one mill that can process all the output from your land by working around the clock or three mills in order to process that same output during daylight hours only. If a continuous light spell costs less in labour and materials and actual currency than building two more mills then, by your own argument, they are going to take the magic route. If the local mill can't process your grain for a week because they can only work during the day and it's harvest season, [B]everyone [/B]wants their grain milled but five miles further up the road is a mill that will do it tomorrow as they're working around the clock, which mill will be getting your money? And by nature of the game, magic is easier and cheaper than the labour intensive/cost intensive ways because if you make magic so prohibitively expensive or labour-intensive (costlier for a "continuous light" spell than for two bloody-great stone mills, easier to throw some lamp oil and a burning rag than to cast a fireball spell, easier to do field surgery than a healing spell etc), you effectively remove it from the game - no one's going to do it at all and you're back to doing things the natural way - which means that, eventually, people are going to discover gunpowder or similar chemicals to do what they would have done by magic. [/QUOTE]
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