JacktheRabbit
Explorer
There are lots of tropes, or accepted oddities in the DnD world that when thought about just make very little to no sense to me. I started this thread so we can list some of them and consider how they can be revised, or just straight removed, to make our game worlds feel more logical or at the least slightly more plausible.
Here are a few that come to my mind.
1. Cemeteries - In the average fantasy world there are dozens of ways that corpses can come back to life, reanimate, or shed their body to become evil spirits that then prey on the living. This does not even take onto the various evil experiments performed by mad wizards.
So why are there cemeteries? I am in the process of creating a small town as a campaign starting point and one item I added was the pier of mourning. This is a seaside community and they have one stone pier jutting out into the bay used for funerals. The bodies of dead townspeople are wrapped in cloth, piled with wood, and burned in a pyre the day of the their or the immediate following day. The ashes are then allowed to blow into the sea. No dead bodies left around means less chance of the dead coming back. Really the idea of burying bodies when it takes a low level spell to animate them just sounds silly when you think of it.
2. The Court Wizard - Look at the wizard spell list, now look at the cleric spell list. Hmmm, throwing Fireballs and Lightning Bolts or Heal spells and Neutralize Poison. I know as a powerful king I want both guys working for me, but in reality I want the court cleric at my side 24/7. He can check my food for poison, remove any pesky diseases, and in the event of an attack heal me while my guards kill the assassin(s). But because of Merlin we have court wizards and the nearest cleric who can save the kings life is down the street in the cathedral. Well no more.
3. The Party A$$hole - Not sure how to explain this one. The best is by example. Anyone who has ever read Band of Brothers ask yourself this question. How long would Lt. Sobel have lasted in Easy Company if it had not en egalitarian group of men working together instead of a military unit? Not long at all. The unmasked hatred Winter and others felt for him would have meant Sobel would have been killed or at the least abandoned at the first opportunity. So why are we to assume that the NE Rogue prick that annoys everyone, tries to steal when no one is looking, and is a general pain in the butt to the rest of the party is allowed to stick around? The dynamic of DnD party creation means extremely strange parties are often grouped together when there is no chance they would ever form in any sort of reality.
The answer? I am not sure. Some players just revel in playing the NE jerk because it lets them do all the things they cannot do in real life. To me at least that can be very annoying.
What illogical items exist in your campaign or in most campaigns that you have played in?
Here are a few that come to my mind.
1. Cemeteries - In the average fantasy world there are dozens of ways that corpses can come back to life, reanimate, or shed their body to become evil spirits that then prey on the living. This does not even take onto the various evil experiments performed by mad wizards.
So why are there cemeteries? I am in the process of creating a small town as a campaign starting point and one item I added was the pier of mourning. This is a seaside community and they have one stone pier jutting out into the bay used for funerals. The bodies of dead townspeople are wrapped in cloth, piled with wood, and burned in a pyre the day of the their or the immediate following day. The ashes are then allowed to blow into the sea. No dead bodies left around means less chance of the dead coming back. Really the idea of burying bodies when it takes a low level spell to animate them just sounds silly when you think of it.
2. The Court Wizard - Look at the wizard spell list, now look at the cleric spell list. Hmmm, throwing Fireballs and Lightning Bolts or Heal spells and Neutralize Poison. I know as a powerful king I want both guys working for me, but in reality I want the court cleric at my side 24/7. He can check my food for poison, remove any pesky diseases, and in the event of an attack heal me while my guards kill the assassin(s). But because of Merlin we have court wizards and the nearest cleric who can save the kings life is down the street in the cathedral. Well no more.
3. The Party A$$hole - Not sure how to explain this one. The best is by example. Anyone who has ever read Band of Brothers ask yourself this question. How long would Lt. Sobel have lasted in Easy Company if it had not en egalitarian group of men working together instead of a military unit? Not long at all. The unmasked hatred Winter and others felt for him would have meant Sobel would have been killed or at the least abandoned at the first opportunity. So why are we to assume that the NE Rogue prick that annoys everyone, tries to steal when no one is looking, and is a general pain in the butt to the rest of the party is allowed to stick around? The dynamic of DnD party creation means extremely strange parties are often grouped together when there is no chance they would ever form in any sort of reality.
The answer? I am not sure. Some players just revel in playing the NE jerk because it lets them do all the things they cannot do in real life. To me at least that can be very annoying.
What illogical items exist in your campaign or in most campaigns that you have played in?