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Castles are worthless against armies with mages?
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<blockquote data-quote="Animal" data-source="post: 5532036" data-attributes="member: 40328"><p>"Anyone can write a book about a world with a green sun, but it takes skill to make it seem credible."</p><p></p><p>i always remember this quote when i build my D&D campaigns. so your players adventure in a magical world where even a mid-level spell-caster can wreak havoc on entire communities. <strong>but</strong> the world is not destroyed in magical wars yet and not thrown into anarchy. states, governments, royal bloodlines, peaceful villages - all this exists in your world and somehow people still build castles.</p><p></p><p>you have to ask yourself how does it work in my world? take your time to think this over, after all, as a DM, you're not only a rules judge, but a story-teller.</p><p></p><p>in my campaign, for instance, the influence of mages on the world is kept in check by the more powerful spellcasters. the most powerful ones usually wish to maintain the status quo - when you reach the top, that's the most logical thing to do. you don't want to stir the pot - not much gain, but can lose everything if you stumble. you also don't like the bold and resourceful troublemakers because in time they might actually be able to overthrow you.</p><p>this is where the idea of Cornerstones came to me. epic mages create these powerful artifacts, that scan the mage's domain for all magical activities and can try to thwart the unwanted magic partially, entirely or even destroy the rogue mage based on CL of the host mage and the intruder (so that epic mages can still try to storm other mages' strongholds, but they do it very very seldom of course. because the risk is rarely worth the gain).</p><p>castles are usually built within the domains of powerful spellcasters to block the non-magical interventors. cities are scarce and they usually serve as the sits for the most powerful wizards (who can control vast territories and maybe even multiple Cornerstones). this actually brings along many interesting roleplay opportunities: powerful wizards very rarely leave their seats of power so they often hire adventuring parties. in such setting Adventurers' guild doesn't seem to be silly or far-fetched idea.</p><p></p><p>to sum it up, look for the solutions not only in the rulebooks, but in your own imagination.</p></blockquote><p></p>
[QUOTE="Animal, post: 5532036, member: 40328"] "Anyone can write a book about a world with a green sun, but it takes skill to make it seem credible." i always remember this quote when i build my D&D campaigns. so your players adventure in a magical world where even a mid-level spell-caster can wreak havoc on entire communities. [B]but[/B] the world is not destroyed in magical wars yet and not thrown into anarchy. states, governments, royal bloodlines, peaceful villages - all this exists in your world and somehow people still build castles. you have to ask yourself how does it work in my world? take your time to think this over, after all, as a DM, you're not only a rules judge, but a story-teller. in my campaign, for instance, the influence of mages on the world is kept in check by the more powerful spellcasters. the most powerful ones usually wish to maintain the status quo - when you reach the top, that's the most logical thing to do. you don't want to stir the pot - not much gain, but can lose everything if you stumble. you also don't like the bold and resourceful troublemakers because in time they might actually be able to overthrow you. this is where the idea of Cornerstones came to me. epic mages create these powerful artifacts, that scan the mage's domain for all magical activities and can try to thwart the unwanted magic partially, entirely or even destroy the rogue mage based on CL of the host mage and the intruder (so that epic mages can still try to storm other mages' strongholds, but they do it very very seldom of course. because the risk is rarely worth the gain). castles are usually built within the domains of powerful spellcasters to block the non-magical interventors. cities are scarce and they usually serve as the sits for the most powerful wizards (who can control vast territories and maybe even multiple Cornerstones). this actually brings along many interesting roleplay opportunities: powerful wizards very rarely leave their seats of power so they often hire adventuring parties. in such setting Adventurers' guild doesn't seem to be silly or far-fetched idea. to sum it up, look for the solutions not only in the rulebooks, but in your own imagination. [/QUOTE]
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Castles are worthless against armies with mages?
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