Hejdun said:IMO, the 3.x system discourages strongholds, simply because it's near impossible to defend a stronghold against, well, anything. Walls are useless when there are so many ways to bypass (flying, burrowing, etherealness) or destroy them (disintegrate, move earth, stone to mud, etc.). Offense always trumps defense. Also, the system makes standard guards/soldiers (level 2-3 warriors) nearly useless against anything level/CR 5 or higher.
This was a logical problem with high-magic campaigns in every edition. The only difference is that 3.x ed assumes that magic is much more common than previous editions. One really has to make a choice: do you want the atmosphere and great adventure locations that castles provide, or do you want common magic (which makes castles useless)? I wanted to have castles in my campaign. Therefore, I made human Wizards rare and feared. I bound them together in magical Orders that were outside of the law, and made it a point of their common conventions that they never involve themselves in human politics. For balance, I made it so that only certain rare clerics (the equivalents of saints) could actually perform miracles. Magic exists, everybody knows it exists, and it is powerful. But it doesn't impact the lives of most people, unless they cross a wizard. Therefore, by keeping magic rare and mysterious, castles still make sense.
On the other, perhaps in a high-magic world magic would exist to counter magical attacks on structures. Essentially, there might be a way to turn a stronghold into one big, magic-negating, magic item! In worlds where wands are sold in shops, I would think that every castle could be enchanted to resist magic.
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