If it's obvious than it seems that you, at least, concede the point. Very good, we will move on unless ProfessorCirno posts a rejoinder.
I'm calling what you're saying
irrelevant. Something saying "This is a problem, manage it yourself" is doing no more than acknowledging the problem.
The point under contention was whether 3e ever, at any point, even once, purported to simulate a realistic world. Since it stated that it assumes a realistic world, I hope you are ready to concede that point, as well.
And it's absolutely crap at it.
Nonsense. D&D can be "fairly realistic" or nonsensical, just as with comic book RPGs, or Cold War espionate RPGs, or any other genre. You can use the DMG guidelines, as written, and simply by keeping most communities after 50,000 people (as they were during most of the medieval period) you will see the amount of magic and magic items shrink to very manageable levels.
But that's not the problem. The problem is that wizard's tower over there with flying cars and working nuclear reactors. One smart mage with fifth level spells irrevocably alters the gameworld.
Sprinkle the world with metropolises, and you have the Forgotten Realms. But a "fairly realistic" setting is not a function of how magical it is. Eberron is a very magical setting, yet many people enjoy the sense of magic belonging in the setting. I'm not a huge Eberron fan. I was raised on Mystara and Greyhawk, so "medieval drag" appeals to me.
In 27 years of playing D&D, I have yet to find the assortment of spells and magical items an impediment to the existence of a believable world.
You've been playing longer than I have.
No, it's not. The rules look exactly like the world of a standard D&D game.
And are based on "Wizard of Oz" economies. Pay no attention to the mages. Or the druids.
If you want the world to look differently, you will have to modify and prune some elements.
But as it stands, D&D's assumed world has been the basis of many successful, internally consistent campaigns for decades.
Yes. The microeconomics are fine. It's the macroeconomics that make the world break. And PCs look at a micro scale.
Specifically, I ran a level 1-20 campaign and not once did I feel the campaign world was unsupportable simply because it was fantastical. I have never banned a single core spell, class, or feat from my games.
In other words, it can't support it's own worlds except that it can and does.
Forgotten Realms is the equivalent of shrugging, saying "A Wizard (or deity) did it" and moving on.
Simply disliking the Eberron approach or the FR approach does not mean those approaches are not a valid approach to world-building.
Living Greyhawk took a third way which you glossed away; mid power levels, with gonzo elements less common and more isolated in the game world. Greyhawkian D&D with its feudalism and relatively medieval-esque militaries and economies has also been a viable approach, again, for countless campaigns over the past few decades.
Unless you want to put those resources into the hands of the PCs, in which case you are worse off than you started. Actually, in my view, the ability to endlessly produce a magical effect is a much larger obstacle to world-building, because it makes it impossible to build any world in which magic is rare and mysterious. If I were going to adapt 4e to my preferred style of game worlds, I would have to replace the wizard's zot powers with... I don't know, crossbow powers or something.[/QUOTE]
If we agree that magic in 3.5 had the potential to completely unbalance the world or setting in terms of power/money/resources, etc., then I can see how 4e makes it more difficult to unbalance things, since power is fed to the players in a trickle, and in very limited ways.
However, I can't understand how that makes world building in 4e more "flexible". It seems like the complete opposite to me, especially for DMs who managed 3.5's magic system in creative ways to avoid unbalancing.
It is
trivial to add unbalanced settings. It is non-trivial to work out what will be unbalanced and prune it. Needing to manage the system in creative ways makes certain you can't have a world which doesn't have such work-rounds. And thus reduces flexibility.
The problem is that, for me, there's a big difference between describing what happens in the game world and grabbing the mini and moving it 2 squares. For me, the former seems cinematic; the latter, less so. I realize that not all people share this point of view.
Who says you can't do both? I do. And if you are going to use a battlemap at all, grabing a mini and moving it 2 squares is a
lot more cinematic than not moving it 2 squares. Once you're using a battlemap at all (and they are useful as visualisation aids), if you are not moving minis around on the battlemap you aren't moving them far in the situation
because they are still in the same 5 foot square. Without push, pull, and slide rules, if the
tarrasque hits you as hard as it can with its tail you are thrown back no more than four feet because if it knocked you any further you would be in a different square. Never mind un-cinematic, that's not even approaching gritty realism.
Second, from the fact that someone somewhere in the gameworld might traipse through a fairy ring, it doesn't follow that the actual game played is shallow just because no PC ever traipses through a fairy ring and talks to a little person. Presumably many NPCs in the gameworld are also having sex, having children, going to church, etc, but in most of the time in my games sex doesn't come up in anything more than a peripheral way, the PCs don't have kids, and the only time their church visits actually come up in game is when they want healing or other magical benefits. I don't think this makes my game shallow, though, because there are other worthwhile themes to be explored in a fanatsy RPG besides sex, family and organised worship (worhty as these themes might also be).
Indeed. This is a world away from economy-destroying magic. The fundamental difference being the things you mentioned above are things PCs avoid (including traipsing through fairy rings). Economy or world-building wrecking magic is a
goal of many mages - and is core in 3.X
A gameworld can be consistent in salient respects without having a detailed or realistic economy. All that is required is that the economy of the gameworld not be salient. The 1st ed AD&D has some suggestions on how to make the economy non-salient - I don't think it therefore follows that the 1st ed AD&D is opposed to the notion of a consistent gameworld.
Indeed. But there are so many spells in the 3e PHB from wizards, clerics, and druids that
are salient to the economy that you need to effectively eliminate greed from the motivation for spellcasters. And
that is, to me, the problem.
Well, here's where we disagree. I'm completely fine with a low level of detail for the economy. I play Pendragon, and the income my knight gets from his manor is very much abstracted. If I want more detail, there are rules expanding on it (Book of Manors, Lordly Domains, or others). But they expand on the existing rules. To do something similar for D&D 3e I'd have to fix the existing rules. The facade you see in 4e for world-building is the same facade I see in 3e, except that 4e isn't pretending that there's something behind it.
Absolutely. The biggest problem with 4e worldbuilding is that it's on two separate currency systems - one for magic items, one for commoners. Which doesn't matter much. Very little needs fixing because the whole game is in a different realm. Which is about the same way as it works in 1e. 3e tried to merge the realms and it simply doesn't work.