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<blockquote data-quote="fusangite" data-source="post: 2872088" data-attributes="member: 7240"><p>First of all, as others have said, "Yay! He's back."</p><p></p><p>With that out of the way, my feeling is that D&D's geometric power increases are one of the things that actually makes it more suitable for a faux-medieval gaming. Medievals perceived greatness in battle in much the way D&D models it. Medieval legends and stories share with modern Chinese wire-fu films a tendency to depict individuals or small groups winning battles, holding passes, slaying hundreds. Even within their supposedly Christian framework, medieval magic stories also have this attribute with some priests having the power to find lost shovels while other, more powerful saints can command fire. (Yes. Martin of Tours could cast Flame Strike, it seems.) </p><p></p><p>So, I see the rules making D&D societies hyper-feudal. Even more so than real medievals, the primary political motivation of people choosing a ruler will be desire for protection. Even more so than in real feudalism, the ability to avoid being killed will be valued in D&D worlds in that, with the hit point mechanic, there will be big measurable differences in how much damage people can endure. Despotisms and democracies would be tough to maintain in a D&D world, as would any social system whose organization was too flat. I think what we'd end up with is medieval-style pyramidal authority but with the sides steeper.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2872088, member: 7240"] First of all, as others have said, "Yay! He's back." With that out of the way, my feeling is that D&D's geometric power increases are one of the things that actually makes it more suitable for a faux-medieval gaming. Medievals perceived greatness in battle in much the way D&D models it. Medieval legends and stories share with modern Chinese wire-fu films a tendency to depict individuals or small groups winning battles, holding passes, slaying hundreds. Even within their supposedly Christian framework, medieval magic stories also have this attribute with some priests having the power to find lost shovels while other, more powerful saints can command fire. (Yes. Martin of Tours could cast Flame Strike, it seems.) So, I see the rules making D&D societies hyper-feudal. Even more so than real medievals, the primary political motivation of people choosing a ruler will be desire for protection. Even more so than in real feudalism, the ability to avoid being killed will be valued in D&D worlds in that, with the hit point mechanic, there will be big measurable differences in how much damage people can endure. Despotisms and democracies would be tough to maintain in a D&D world, as would any social system whose organization was too flat. I think what we'd end up with is medieval-style pyramidal authority but with the sides steeper. [/QUOTE]
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