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Do castles make sense in a world of dragons & spells?
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<blockquote data-quote="Ariosto" data-source="post: 5123719" data-attributes="member: 80487"><p>In <strong>your</strong> campaign!</p><p></p><p>Gods, how bloody hard is that to understand?</p><p></p><p>See, in old D&D, <em>conjure elemental</em> is a 5th level spell. We'll just ignore the really major difficulty in the original rules. To cast it at all requires at least a 9th level (Sorcerer) magic-user. Those tend in my experience to be pretty rare, because lower-level m-us tend to die like flies (often enough at the hands of rival mages). Not that it matters much, seeing as how (per the 1E DMG) you can't recruit them as henchmen and they have little interest in being hirelings. A magic-user's effectiveness in combat is pretty well proportional to her or his ability either (a) to tell you to take your job and shove it; or (b) just to <em>take</em> whatever you have that it turns out he or she actually wants.</p><p></p><p>35,000 gold pieces per such a wand is the 1E DMG default for buying loot from PCs. Buying from the one who buys from adventurers? Who knows? (The DM, but if you have to ask then it's not cheap.) Of course, the adventurers must <em>find</em> them first (1 in 400 magic treasures by default). To <em>make</em> one requires at least a 12th level Wizard. What is entailed is for the DM to decide. One thing is sure: recovery from the ordeal (however long it turns out to be) will require at least 40 days of complete rest in relative isolation.</p><p></p><p>Wizards are not typically in the habit of making magic items for <em>other people's</em> henchmen.</p><p></p><p> A first-level Prestidigitator to wield the wand? (A non-mage can use one, but must roll to hit.) By default, there's one seeking a patron per about 5,000 total population (so, up to 4,000 in 15th c. France) -- but it's really up to the DM what his or her world is like.</p><p></p><p>Anyway, 10.5 points of automatic hitting and up to 100 charges is certainly nothing to laugh at. Especially when your scar-faced henchman asks for a bigger cut of loot for "me and my little friend".</p><p></p><p>As the 20th level mages are "unobtainium" in all the games I've played, and as bankrupting oneself supporting them would be no victory anyway, I reckon I would look into what's actually feasible.</p><p></p><p>There is absolutely no reason one cannot have a castle <em>and</em> a bunker! And 'dungeons', not just medieval style but D&D style. (That is, in fact, the solution that I have seen most often proven 'sensible' in play.)</p><p> </p><p>Again, it seems to me rather odd that, with all the over-the-top-ness of your campaign, architects can't even get some magic rock. We want a rock! Yeah yeah yeah!</p><p></p><p>Not as odd, though, as the impregnability of your barrier against recognizing that magical worlds are not all stamped out in a factory from some Standard Pattern.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5123719, member: 80487"] In [b]your[/b] campaign! Gods, how bloody hard is that to understand? See, in old D&D, [i]conjure elemental[/i] is a 5th level spell. We'll just ignore the really major difficulty in the original rules. To cast it at all requires at least a 9th level (Sorcerer) magic-user. Those tend in my experience to be pretty rare, because lower-level m-us tend to die like flies (often enough at the hands of rival mages). Not that it matters much, seeing as how (per the 1E DMG) you can't recruit them as henchmen and they have little interest in being hirelings. A magic-user's effectiveness in combat is pretty well proportional to her or his ability either (a) to tell you to take your job and shove it; or (b) just to [i]take[/i] whatever you have that it turns out he or she actually wants. 35,000 gold pieces per such a wand is the 1E DMG default for buying loot from PCs. Buying from the one who buys from adventurers? Who knows? (The DM, but if you have to ask then it's not cheap.) Of course, the adventurers must [i]find[/i] them first (1 in 400 magic treasures by default). To [i]make[/i] one requires at least a 12th level Wizard. What is entailed is for the DM to decide. One thing is sure: recovery from the ordeal (however long it turns out to be) will require at least 40 days of complete rest in relative isolation. Wizards are not typically in the habit of making magic items for [i]other people's[/i] henchmen. A first-level Prestidigitator to wield the wand? (A non-mage can use one, but must roll to hit.) By default, there's one seeking a patron per about 5,000 total population (so, up to 4,000 in 15th c. France) -- but it's really up to the DM what his or her world is like. Anyway, 10.5 points of automatic hitting and up to 100 charges is certainly nothing to laugh at. Especially when your scar-faced henchman asks for a bigger cut of loot for "me and my little friend". As the 20th level mages are "unobtainium" in all the games I've played, and as bankrupting oneself supporting them would be no victory anyway, I reckon I would look into what's actually feasible. There is absolutely no reason one cannot have a castle [i]and[/i] a bunker! And 'dungeons', not just medieval style but D&D style. (That is, in fact, the solution that I have seen most often proven 'sensible' in play.) Again, it seems to me rather odd that, with all the over-the-top-ness of your campaign, architects can't even get some magic rock. We want a rock! Yeah yeah yeah! Not as odd, though, as the impregnability of your barrier against recognizing that magical worlds are not all stamped out in a factory from some Standard Pattern. [/QUOTE]
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