Primitive Screwhead said:WHile this is a very enlightening, and interesting thread.. I think the core question was phrased poorly and started a base assumption that no-one has jumped off of yet.
The threads core assumption is that might makes right when it comes to being a ruler.
OP said:General - D&D Political Systems
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Hi.
I've been thinking for a long time about the political systems that would arise in a world that featured the massive difference in individual power levels inherent to D&D.
I've always thought that all forms of social power - political, social, economic - would be dictated by the personal might of an individual, ie. class levels/hit dice. I just don't think it could be any other way. Democracy, especially (generally not a feature of D&D nations anyway) would surely never even be entertained. The idea that all men and women are equal just doesn't fit when a 17th level sorcerer can decimate an entire army single-handedly.
I think heredity of political power would likewise only be as sure as the scion's ability to personally ensure his/her position, as well as protect his/her people.
Remember that rulership was originaly directly related to the ability of the ruling individual or group to protect the common people.
So I can't see a 4th level aristocrat ruling a kingdom where 15th level fighters lead the army - and there are no historical parallels here, historically there's never been a 15th level fighter. This is an individual who is truly capable of getting away with breaking the law. Hell, he's capable of being the law.
morphed said:The core assumption is that might (of whatever sort) is a requirement for becoming a ruler, especially in a dangerous environment.
This is where we disagree. Political power is not tied to level. Large masses of commoners, smaller masses of like minded individuals, or little groups of fanatics can vie politically toe to toe with high level characters.Snoweel said:Given that all forms of power in D&D (including skill ranks and wealth) are tied to level
My apologies if you thought I meant DnD rulers would be fair, just, or even fit to rule. The points I laid out above are items I believe a ruler needs in order to rule ably.Snoweel said:The ability to rule fairly or justly ...<snip>... manage to have rulers who were actually fit to rule...
Now, here's a thing....I've had feudalism and nobility described to me in simplistic terms as a bunch of people serving some others who had swords (i.e. nobles) in return for a promise that said sword-weilders would protect them from others weilding swords.The local big nasty critter is probably worse.
Ah, the Aunty Jack approach to politics...."Do as I say or I'll come over to your place and rip your bloody arms off!" A very hands-on approach to diplomacy....would keep said monarch very busy negotiating with extreme prejudice, I'd imagine, and might lead to a "gunslinger with a reputation" type position for the monarch, where the challenges just keep on coming.Eh, while it's true that a Feudal Kings power came directly from his control over his nobles, winning their loyalty was almost always a lot more subtle than "King Uber-Knickers the 3rd" threatning to personally go over there and start punching people in the face.
Exactly. I think that as a result, an effective D&D king would have to take a page from the githyanki lich-queen's book, and deal with anyone who reached a given level....say 12. Maybe kill them if the power-that-be is evil, imprison or exile them if neutral, or buy them off with land and titles in return for an oath of retirement from adventuring if good (an offer that results in exile if refused). Other possibilities include magical enslavement collars, or enchanter/beguiler monarchs who keep all their lords in line with suggestions, charms and dominations...even necromancer lords who regularly subject high level vassals to level drains to keep them manageable.Champions could certainly do it for enough reward. Of course, there is always the risk that your champion will turn on you.

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Rulebook featuring "high magic" options, including a host of new spells.