But it is.
Why would the DM be concerned with what NPCs under his control may/may not do?
Have you read how magic is handled by this setting? I have and do not believe we are seeing the same things.
Your math doesn't make sense. Or did you just not read my entire post before replaying?
Again, not how spellcasters are described in the setting. Like, at all.
You're missing the point. The flavour doesn't really dovetail with the mechanics, mostly because from 3e onwards, D&D has climbed ever higher on the high magic scale. As you said, limiting the number of goodberries per casting is probably a good idea. And that's my point. If you don't start taking a pretty heavy axe to the mechanics, you wind up with just another D&D setting. Goodberries as written feed ten people per casting. A 1st level druid can feed 20 people a day. By 3rd level, he can feed 60. So, in order for the mechanics to dovetail with the flavour, the mechanics need to change.
Otherwise, it becomes pretty inconsistent. Yes, we have these spells, but, no, no one actually uses them because of ... reasons?
I'd rather tone down the mechanics so that they don't over shadow the setting. Heck, they actually talk about this in the Primeval Thule Guide - you
can play Thule as just another D&D setting:
Thule Setting Guide said:
At first glance, the world of Thule is much like the fantasy settings you may be used to presenting to your players. After all, the world is filled with mon- sters and villains, and the player characters include brawny warriors, sly rogues, and clever wizards. In fact, you can run a perfectly conventional fantasy roleplaying game in this setting, and the results will be just fine. However, this choice overlooks subtle but important differences in the setting. First, Thule is ancient, not medieval. Second, it is a world strongly influenced by fantastic horror. And finally, Thule it is not epic fantasy—its roots lie in the traditions of pulp sword-and-sorcery tales.
I very much agree with the above statement. But, in order to emphasize the differences in this setting, I'm going to take a pretty strong stance on magic. I WANT a truly low magic campaign. Which means that a lot of the standard magic in the PHB is going to get left on the cutting room floor. Casters at my table are going to get HOSED.
Actually, i like the taboo idea. Any divine magic cast by someone you don't worship is taboo. Characters will refuse to be healed by, and refuse to heal, unbelievers. Clerics in Thule aren't limited by their deity - they cast exactly the same as arcane casters, they just draw on "god stuff" rather than "the weave". A cleric isn't granted healing by his god, he casts healing by accessing the same forces a god would. So, in my game, they will be subject to the same limitations as arcane casters - anything with strong visual effects (basically anything that would make Michael Bay happy) is going to draw a madness check.
Poof, low magic campaign. Now, I just hope that someone bangs out a warlord subclass (I'm rather hopeful that we'll see one in SCAG) or I'll have to make my own, and I'll be able to play a perfectly good Sword and Sorcery game using the 5e rules.