After that line, your only defense is to run, run so far away. Run, run all night and day.Nah, that's in the undersea castle... a flock of sea ghouls.
You can't run underwater, though you could have swum. Swum all night and day.
After that line, your only defense is to run, run so far away. Run, run all night and day.Nah, that's in the undersea castle... a flock of sea ghouls.
Don't know much about spelljammers but my limited understanding is that nothing resembling real world orbital mechanics applies in the D&D 'verse, otherwide it would be a pretty devastating tactic.I've been playing Mass Effect 2 so the posts about Monte Cassino make me think of an orbital dreadnought firing linear accelerated slugs at 1.8% light speed, hitting at 33.8 kilotons each, one every two seconds...
no more castle, PERIOD!
or in D&D terms, get a Spelljammer, drag a barge loaded with metal ore, drop it from orbit and KABOOM!! Mushroom City![]()
The rubble was only good for cover when the Allies were not dropping ordinance from on high. The cellers were very useful though to the defenders.I think the abbey of Monte Cassino was pretty well destroyed by the fraction of bombs that hit it (out of the kiloton-plus dropped in the general vicinity).
It was not militarized at the time of bombing. The Allies killed or drove out the monks and refugees who actually occupied it. A couple of days after the heavy bombing, German troops moved in.
The rubble served well enough for cover, maybe better than the abbey. The height itself retained a commanding view the valley -- which is why the Allies in the first place assumed that it either was or would be an observation post.
What is the magical society like given those two facts? What's important about this approach is that almost everyone assumes #1 and #2 first because they are the standard tropes of the setting, and only afterwards starts thinking about whether #1 and #2 are incompatible. Some people here seem to want to give the answe, given #1, #2 must be false and they proceed to then invent the conditions for a magical society where this is true. But, those assumptions depend entirely purely individual and utterly pliant opinions about the setting. None of them strike me as having nearly as much reasonableness as, "It's a standard fantasy, ergo castles exist." Therefore, I'm more inclined to say, "Given #1 and #2, what must the society and the magic be like to achieve this?"
You see this is itself an internal contridiction. Unless the society superficially resembles the historical periods of our own non-magical world, I cannot imagine a 'Rome' within it. If we don't assume as a starting point 'superficial resemblence to our own history and myth', and instead choose as a starting point, 'lots of magic exists', then the whole question becomes utterly unanswerable except to say that, "A society with pervasive magic would look nothing like our own history and myth, and would likely require the lifetime of a dedicated polymath to even begin to imagine what it would be like for a given set of assumptions about magic."
And keep in mind, most of the really important questions about magic and its use aren't really answered by D&D RAW at all, and often are never even addressed by people who play D&D because questions like, "Can anyone with sufficient intelligence learn to be a wizard?", "How much experience do you get training to be a mage and simply practicing magic as opposed to overcoming lifethreatening challenges?", "What makes magic work?", and "What can't magic do?" don't really come up in most games because they are tangental to the standard goals of play.
Actually I didn’t mean “Rome” in a strong sense of the particular Mediterranean Empire only in the sense of an aggressive, expansionist entity that was effective at exploiting available methods.
Castles will be useless, or use-impaired, only in a setting where both of the following are true:
- Powerful spellcasters are common.
- The spell list presented in the rulebooks is exhaustive (these are all the spells that exist) rather than representative (these are the spells that are generally useful for adventurers).
Castles would only be useless if the attacker has access to higher level magic than the defenders.
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