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General Tabletop Discussion
*Dungeons & Dragons
D&D Assumptions Ain't What They Used To Be
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<blockquote data-quote="Belen" data-source="post: 9392710" data-attributes="member: 1405"><p>Ok, I have ran high fantasy games such as this before as a magic as tech idea where there were more modern ideals.</p><p></p><p>My D&D worlds almost always treat magic a hyper-rare. This includes having common leveled NPCs. For instance, most clergy are priests. A cleric, for instance, is similar to a Paladin in that they are "called," to service. </p><p></p><p>Leveled NPCs are those heroes who adventured or gained levels. This is one reason why the player characters are "special" in the campaign. They are not common adventurers.</p><p></p><p>I think you have some pretty valid arguments for creating base assumptions for a setting that does allow for a higher moral value and I think core WOTC D&D is using those assumptions.</p><p></p><p>Most of my worlds use a different set because I want the players to be the heroes of the setting. The bad guys often have levels because they go around gaining XP for doing bad things. I just most often restrict arcane and divine magic. Most villages would never see anyone who could heal and even major cities would find it rare and so few people would not be able to support large populations with their magic.</p></blockquote><p></p>
[QUOTE="Belen, post: 9392710, member: 1405"] Ok, I have ran high fantasy games such as this before as a magic as tech idea where there were more modern ideals. My D&D worlds almost always treat magic a hyper-rare. This includes having common leveled NPCs. For instance, most clergy are priests. A cleric, for instance, is similar to a Paladin in that they are "called," to service. Leveled NPCs are those heroes who adventured or gained levels. This is one reason why the player characters are "special" in the campaign. They are not common adventurers. I think you have some pretty valid arguments for creating base assumptions for a setting that does allow for a higher moral value and I think core WOTC D&D is using those assumptions. Most of my worlds use a different set because I want the players to be the heroes of the setting. The bad guys often have levels because they go around gaining XP for doing bad things. I just most often restrict arcane and divine magic. Most villages would never see anyone who could heal and even major cities would find it rare and so few people would not be able to support large populations with their magic. [/QUOTE]
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D&D Assumptions Ain't What They Used To Be
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