First, if you wanna have this discussion, don't stretch your examples so far and wide that it would take 10 pages to rebut. Second, let's stick to the core spells and items (as I said in the opening post). Third, don't assume Forgotten Realms - that is not core.Mac Callum said:Careful, Quasqueton – this rabbit hole is far deeper than you imagine.
<snip a lot of hyperbole>
I agree; we've had some discussions in the past on this essentially being the three methods. Personally, I favor option 1, am coolly ambivalent towards option 2 and get a pounding headache thinking about option 3.Doug McCrae said:I think there are three possible ways you can go:
1) Ban stuff like raise dead, keep the giant carnivores wandering the countryside to a minimum, etc. Allows you to keep the pseudo-medieval world of knights, castles and so forth. These campaigns are typically described as 'realistic' or 'low fantasy'.
2) Embrace the weird and see what sort of world it leads to as the original poster suggested.
3) Allow all the DnDisms but keep the typical fantasy Tolkien-esque world that now has about a million times more weird stuff in than Tolkien's but is otherwise the same. The justification for this? None whatsoever. It's just a genre thing, like alliterative names in superhero.
Personally I favour option (3), like option (2) and think option (1) is boring.
kolikeos said:not everyone can cast teleport you know... its only about 1% (or less) of the worlds population that can use such spells
Quasqueton said:First, if you wanna have this discussion, don't stretch your examples so far and wide that it would take 10 pages to rebut. If you wanna discuss this, pick just one or two spells/items from the core rules, and then we'll figure it out.
Quasqueton said:Second, let's stick to the core spells and items (as I said in the opening post).
Quasqueton said:Third, don't assume Forgotten Realms - that is not core.
kolikeos said:not everyone can cast teleport you know... its only about 1% (or less) of the worlds population that can use such spells
Shallown said:Why is Oghma giving away knowledge. I have trouble envisioning a God that gives away power and knowledge without a price. Maybe I play my God's more the greek/Roman kind that are petty and human in their traits. I just can't see a God of any pantheon/focus just giving away what makes them a God.
Reynard said:Overall, I find that embracing the D&Disms creates a campaign that is more fun for everyone. If you create adventures where the PCs capabilities are required, it requires the involvement of the PCs.
Mac Callum said:It only takes one guy to make a permanent Teleporter. Once he's done it, anyone with a couple GP can instantly go anywhere in the Prime Material.
Shallown said:I can see Wombat's point. I think this thread is more about finding a better middle ground.
For those that want the heroic story story that doesn't always fit in D&D. Use another system. D&D can't do it all. It is especially bad at simulating anything from fiction except what is based on itself (even then it fails). ( baring some extensive rewrites. I mean D&D not D20 which is a different horse and is much more flexible than credited usually).
I'm not bashing D&D I love to tell great D&D stories with it. It just is what it is.
TheFan said:Eberron does this pretty well IMO. The prevalence of magic items is an assumption and magic is common in society. Everburning torches line the city streets, mages are payed to arcane lock the prisons, etc. Divine magic is uncommon, but not entirely rare, particularly in faith-heavy nations like Thrane or Eldreen.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.