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<blockquote data-quote="Ahnehnois" data-source="post: 6308236" data-attributes="member: 17106"><p>The default assumptions about worldwide magic and power level do matter. I think very few games are assuming that wizardry is so rare that power brokers are not using it or aware of it.</p><p></p><p>It is possible that rather than protection, retribution is the order of the day. After all, it's entirely reasonable that someone who was holding a lot of money and then was robbed would have the resources to track the PCs down and deal with them. For a typical game, this is a rather large diversion, so I think faster solutions are more desirable than deferred ones, but there are many.</p><p></p><p>It's interesting how many DMs (including myself on occasion) I've seen refer to a place as "teleport-blocked" or "divination-blocked" without an actual rules basis to support it.</p><p></p><p>I know that some canon sources have suggested that lead blocks one or both of these things, and lead-lined rooms make sense on multiple levels.</p><p></p><p>Perhaps I was unclear. I didn't mean that the rationale is meaningless, I meant that from a DMing advice perspective, it is okay to choose whichever rationale makes sense for your campaign. The books don't need to tell everyone to divination-block all the king's chambers, because there are multiple correct ways to handle the situation.</p><p></p><p>The point is that you know that magic is not upsetting the world to the extent that it conceivably good, simply because it's a given that magic has been around for a while, and there is still a world. So something keeps it in check. What that something is might be different in FR than it is in Ravenloft, let alone in whatever world your individual group DM comes up with.</p><p></p><p>You definitely need to consider the implications of whether, if something can be done once, it can be done again. Whatever solution you come up with should be, on some level, binding.</p><p></p><p>It's particularly important in cases where the roles are switched. When I had my PCs build a keep and defend it, the question of how to do that in a D&D world became a very interesting one. Thankfully, I didn't shoot myself in the foot with any of my earlier worldbuilding choices.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6308236, member: 17106"] The default assumptions about worldwide magic and power level do matter. I think very few games are assuming that wizardry is so rare that power brokers are not using it or aware of it. It is possible that rather than protection, retribution is the order of the day. After all, it's entirely reasonable that someone who was holding a lot of money and then was robbed would have the resources to track the PCs down and deal with them. For a typical game, this is a rather large diversion, so I think faster solutions are more desirable than deferred ones, but there are many. It's interesting how many DMs (including myself on occasion) I've seen refer to a place as "teleport-blocked" or "divination-blocked" without an actual rules basis to support it. I know that some canon sources have suggested that lead blocks one or both of these things, and lead-lined rooms make sense on multiple levels. Perhaps I was unclear. I didn't mean that the rationale is meaningless, I meant that from a DMing advice perspective, it is okay to choose whichever rationale makes sense for your campaign. The books don't need to tell everyone to divination-block all the king's chambers, because there are multiple correct ways to handle the situation. The point is that you know that magic is not upsetting the world to the extent that it conceivably good, simply because it's a given that magic has been around for a while, and there is still a world. So something keeps it in check. What that something is might be different in FR than it is in Ravenloft, let alone in whatever world your individual group DM comes up with. You definitely need to consider the implications of whether, if something can be done once, it can be done again. Whatever solution you come up with should be, on some level, binding. It's particularly important in cases where the roles are switched. When I had my PCs build a keep and defend it, the question of how to do that in a D&D world became a very interesting one. Thankfully, I didn't shoot myself in the foot with any of my earlier worldbuilding choices. [/QUOTE]
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