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<blockquote data-quote="flametitan" data-source="post: 6946138" data-attributes="member: 6822731"><p>(I've found a way to solve the space bar thing.Put the last character you want in your text *first* and then type everything that comes before that character. The spacebar issues only seems to come up if the spacebar is that last character in a wall of text.)</p><p></p><p>As for why random encounters don't "make a world excessively dangerous"</p><p></p><p>Firstly, not <em>every</em> location has to have the same risk of the same fights, only places that actually *are* dangerous (The ubiquitous Dungeons of Dungeons & Dragons). That's true in the real world, that's true in fantasy worlds. Evil is not an even spread across the land.</p><p></p><p>Secondly, The fact of matter that Bounded Accuracy exists reduces the dangerousness of Single large foes to towns and cities. A dragon's not a tough fight against an army. I recommend talking to @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6787650" target="_blank">Hemlock</a></u></strong></em>'s necromancer armies for testament of the power a good military has vs even dangerous monsters. Villages will have a harder time, but that's why D&D adventurers exist. They're there to protect that land in the areas the armies can't easily reach.</p><p></p><p>Thirdly, even if we *do* assume that the world is excessively dangerous as a result, that seems to be an assumption of the mapmaking guides in the DMG. I'll have to find it again, but there was a blog post that dissected the town-map guidelines, along with the population size limits the DMG discusses to find that its demographics are right... if you're looking at Europe after the Black Death. That suggests that D&D assumes a world of sparsely populated towns with little contact with each other, which sounds about right for a world with such dangerous creatures flying around.</p><p></p><p>Fourthly, magic. Teleportation circles exist, and they're not exactly expensive for merchants to operate. The only hard part is finding someone that can cast a fifth level spell, and considering that the generic "mage" NPC is a 9th level caster, I would assume they're not common, but not exactly rare, either. So now you've bypassed that dangerous wilderness entirely. Perhaps not with large amounts of goods, but that's still going to assist trade a *huge* deal.</p></blockquote><p></p>
[QUOTE="flametitan, post: 6946138, member: 6822731"] (I've found a way to solve the space bar thing.Put the last character you want in your text *first* and then type everything that comes before that character. The spacebar issues only seems to come up if the spacebar is that last character in a wall of text.) As for why random encounters don't "make a world excessively dangerous" Firstly, not [I]every[/I] location has to have the same risk of the same fights, only places that actually *are* dangerous (The ubiquitous Dungeons of Dungeons & Dragons). That's true in the real world, that's true in fantasy worlds. Evil is not an even spread across the land. Secondly, The fact of matter that Bounded Accuracy exists reduces the dangerousness of Single large foes to towns and cities. A dragon's not a tough fight against an army. I recommend talking to @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6787650"]Hemlock[/URL][/U][/B][/I]'s necromancer armies for testament of the power a good military has vs even dangerous monsters. Villages will have a harder time, but that's why D&D adventurers exist. They're there to protect that land in the areas the armies can't easily reach. Thirdly, even if we *do* assume that the world is excessively dangerous as a result, that seems to be an assumption of the mapmaking guides in the DMG. I'll have to find it again, but there was a blog post that dissected the town-map guidelines, along with the population size limits the DMG discusses to find that its demographics are right... if you're looking at Europe after the Black Death. That suggests that D&D assumes a world of sparsely populated towns with little contact with each other, which sounds about right for a world with such dangerous creatures flying around. Fourthly, magic. Teleportation circles exist, and they're not exactly expensive for merchants to operate. The only hard part is finding someone that can cast a fifth level spell, and considering that the generic "mage" NPC is a 9th level caster, I would assume they're not common, but not exactly rare, either. So now you've bypassed that dangerous wilderness entirely. Perhaps not with large amounts of goods, but that's still going to assist trade a *huge* deal. [/QUOTE]
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