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<blockquote data-quote="I'm A Banana" data-source="post: 2882202" data-attributes="member: 2067"><p>I'd say they were there before any person achieved D&D-type power levels. I'd argue that adventurers need training, infrastructure, and civilization to support them. Evidence for this includes the DMG's demographic tables, which places more high-level, PC-classed adventurers in larger population centers.</p><p></p><p>There's also the point that in order to make it to 2nd level, a first-level fighter needs a structure to support him. He needs to get a hold of weapons and armor, meaning he either needs to set up a mining structure, or take advantage of an already-existing one, or he won't survive the challenges to make it to 2nd level. The difference is only increased as he gains levels -- by the time he's 20th level, he needs wizards or sorcerers (who need their own supplies) to enchant magic items for him, smiths with the abiltiy to craft masterwork items, etc., or he won't be able to meet the challenges required of him.</p><p></p><p>So adventurers are dependant, to a significant extent, on the institutions of society being there to hold them up, and if they don't already exist, they must be created before the adventurer can reach a higher level, or he won't survive the challenges. So, in order to achieve D&D-style power levels, institutions are required, making their growth at least analgous.</p><p></p><p>If magic items are only available in ancient ruins or dungeons, or if an alternate "personal power" advancement is used, and if training isn't key, all this could be avoided. The core rules suggest that there's something of a magic item market, which makes institutions quite key to personal power, as they are in the real world.</p><p></p><p></p><p></p><p>Sounds cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Mostly the reason I'd say this doesn't work as a default is because of the need for 20th level folk to have things that society provides them with to get to that point in the first place (magic items, training, safe harbor cities, etc.) But if they're somehow separated from that limitation (and reasonably common in the world), I like the world you've set up. Sounds knock-down-drag-out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2882202, member: 2067"] I'd say they were there before any person achieved D&D-type power levels. I'd argue that adventurers need training, infrastructure, and civilization to support them. Evidence for this includes the DMG's demographic tables, which places more high-level, PC-classed adventurers in larger population centers. There's also the point that in order to make it to 2nd level, a first-level fighter needs a structure to support him. He needs to get a hold of weapons and armor, meaning he either needs to set up a mining structure, or take advantage of an already-existing one, or he won't survive the challenges to make it to 2nd level. The difference is only increased as he gains levels -- by the time he's 20th level, he needs wizards or sorcerers (who need their own supplies) to enchant magic items for him, smiths with the abiltiy to craft masterwork items, etc., or he won't be able to meet the challenges required of him. So adventurers are dependant, to a significant extent, on the institutions of society being there to hold them up, and if they don't already exist, they must be created before the adventurer can reach a higher level, or he won't survive the challenges. So, in order to achieve D&D-style power levels, institutions are required, making their growth at least analgous. If magic items are only available in ancient ruins or dungeons, or if an alternate "personal power" advancement is used, and if training isn't key, all this could be avoided. The core rules suggest that there's something of a magic item market, which makes institutions quite key to personal power, as they are in the real world. Sounds cool. :cool: Mostly the reason I'd say this doesn't work as a default is because of the need for 20th level folk to have things that society provides them with to get to that point in the first place (magic items, training, safe harbor cities, etc.) But if they're somehow separated from that limitation (and reasonably common in the world), I like the world you've set up. Sounds knock-down-drag-out. :) [/QUOTE]
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