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10 Absolute Truths about the World of D&D
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<blockquote data-quote="DreadPirateMurphy" data-source="post: 2911047" data-attributes="member: 20715"><p>Or, you could argue that the detection spells are more complicated creatures. They detect how your actions and intents sit in the eyes of the higher powers, not any devotion that you have as an individual. The auras also vary in strength. If any real world human could total up their actions over their lives, would it not be possible to say if they have done more good or ill?</p><p></p><p></p><p></p><p>Or, the rules skip over the fact that you have that ineffable spark necessary to do something few can. They do that in the interest of giving the human player choices.</p><p></p><p></p><p></p><p>So, mercenaries and explorers don't exist in the real world? People went on crusades, quests, and missions in service to God, king and country in the real world. Nothing says adventurers HAVE to be a dime a dozen.</p><p></p><p></p><p></p><p>In 3.x, the XP you earn is based on the CR of your challenge. It is my thought that people in challenging occupations advance more quickly. Adventuring is certainly a challenging occupation. I see no reason that ship captains, soldiers, scholars, and others shouldn't advance at a rapid pace if they are always challenged.</p><p></p><p></p><p></p><p>This is an oddity, but there are many explanations, including divine intervention, planar or planetary travel, magical or genetic manipulation (either artificial or natural), etc.</p><p></p><p></p><p></p><p>But will an omnipotent being think as you or me? Do they have different agendas? Do they allow heresies to persist solely to increase the numbers who worship them? Can a mortal really understand the relationships between the gods?</p><p></p><p></p><p></p><p>Or, adventurers tend to hang out in the borderlands, where the wilderness is nearby. Populations are lower, allowing for larger swaths of wilderness. Also, why is a monster a beast? It could be just as intelligent, but people always attack because it looks so fearsome.</p><p></p><p></p><p></p><p>Or, magic is rare, but adventurers are by their vary nature exposed to ancient magics, odd rites, and wondrous devices. Or, even adventurers have limited access to magic (e.g., see the Midnight or Conan settings).</p><p></p><p></p><p></p><p>Or, the ability to reverse death is rare or non-existant. Even a simple raise dead requires in the RAW 5,000 gp in diamonds, so it is not something to which every commoner has access. If magic is readily accessible, then assassins will be sure to carry items to make sure their targets don't come back.</p><p></p><p></p><p></p><p>QFT, even in the real world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The point I'm making is that all of these can vary from campaign to campaign, based on the imagination of the DM. All of the archetypes of D&D are also based on fantasy fiction, which in turn is based on a combination of real-world history and myth. You don't have to follow the default implied by the rules. Your rules apply to settings like Ptolus, the Forgotten Realms, or Eberron. They apply less well to Midnight, Conan, the Black Company, or Legend of the Five Rings.</p><p></p><p>Heck, if every campaign followed these 10 rules, gaming would be rather dull...</p></blockquote><p></p>
[QUOTE="DreadPirateMurphy, post: 2911047, member: 20715"] Or, you could argue that the detection spells are more complicated creatures. They detect how your actions and intents sit in the eyes of the higher powers, not any devotion that you have as an individual. The auras also vary in strength. If any real world human could total up their actions over their lives, would it not be possible to say if they have done more good or ill? Or, the rules skip over the fact that you have that ineffable spark necessary to do something few can. They do that in the interest of giving the human player choices. So, mercenaries and explorers don't exist in the real world? People went on crusades, quests, and missions in service to God, king and country in the real world. Nothing says adventurers HAVE to be a dime a dozen. In 3.x, the XP you earn is based on the CR of your challenge. It is my thought that people in challenging occupations advance more quickly. Adventuring is certainly a challenging occupation. I see no reason that ship captains, soldiers, scholars, and others shouldn't advance at a rapid pace if they are always challenged. This is an oddity, but there are many explanations, including divine intervention, planar or planetary travel, magical or genetic manipulation (either artificial or natural), etc. But will an omnipotent being think as you or me? Do they have different agendas? Do they allow heresies to persist solely to increase the numbers who worship them? Can a mortal really understand the relationships between the gods? Or, adventurers tend to hang out in the borderlands, where the wilderness is nearby. Populations are lower, allowing for larger swaths of wilderness. Also, why is a monster a beast? It could be just as intelligent, but people always attack because it looks so fearsome. Or, magic is rare, but adventurers are by their vary nature exposed to ancient magics, odd rites, and wondrous devices. Or, even adventurers have limited access to magic (e.g., see the Midnight or Conan settings). Or, the ability to reverse death is rare or non-existant. Even a simple raise dead requires in the RAW 5,000 gp in diamonds, so it is not something to which every commoner has access. If magic is readily accessible, then assassins will be sure to carry items to make sure their targets don't come back. QFT, even in the real world. :) The point I'm making is that all of these can vary from campaign to campaign, based on the imagination of the DM. All of the archetypes of D&D are also based on fantasy fiction, which in turn is based on a combination of real-world history and myth. You don't have to follow the default implied by the rules. Your rules apply to settings like Ptolus, the Forgotten Realms, or Eberron. They apply less well to Midnight, Conan, the Black Company, or Legend of the Five Rings. Heck, if every campaign followed these 10 rules, gaming would be rather dull... [/QUOTE]
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