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Embracing the D&Disms
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<blockquote data-quote="Mac Callum" data-source="post: 1681556" data-attributes="member: 17035"><p>Sorry. Take your pick. I'll talk about any of them.</p><p></p><p>Edit --> Just a thought; some things look innocent alone, its the combinations that are often more powerful than you'd otherwise think. Commune gets some cool info, and other spells create loads of ways to spread that info far & wide. Probably the biggest thing which retarded the growth of societies in the past was the inability to retain and spread useful information. Commune + long range Telepathy is almost as good as high-end research labs connected by the internet. Just a thought.</p><p></p><p></p><p></p><p></p><p>The spells I mentioned were straight from the SRD. I didn't have any books with me, only Sovelior.</p><p></p><p></p><p></p><p></p><p>Mordekainen then, instead of Szass Tam. I just used the FR geography because it was something most people would know and I've never played in Greyhawk. Teleportation Circle is a core spell, and that was the point of that example.</p><p></p><p></p><p></p><p></p><p>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. There's no marginal cost - its all up front, which means it will pay for itself eventually with even just a small toll.</p><p></p><p></p><p></p><p></p><p>There are no standard rules explaining exactly what makes a God a God. Granted in your world maybe the God of Knowledge just collects knowledge without ever putting it in a Library - but that sounds more like a God of Secrets to me. </p><p></p><p>Many religions horde their secrets - but others might see it as their divine duty to spread knowledge and share it with others (or at least members of their own religion). Can you make up reasons for why they would not do this? Sure, but that's not "rules."</p><p></p><p></p><p></p><p></p><p>I just want to drive home the point that I agree. I just think that the logical consequences of D&D-isms makes for a really weird, dangerous, wonderous place. One like no campaign setting released to date, with the possible exception of Planescape. PS probably does come the closest. Wombat has also made an excellent analysis.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1681556, member: 17035"] Sorry. Take your pick. I'll talk about any of them. Edit --> Just a thought; some things look innocent alone, its the combinations that are often more powerful than you'd otherwise think. Commune gets some cool info, and other spells create loads of ways to spread that info far & wide. Probably the biggest thing which retarded the growth of societies in the past was the inability to retain and spread useful information. Commune + long range Telepathy is almost as good as high-end research labs connected by the internet. Just a thought. The spells I mentioned were straight from the SRD. I didn't have any books with me, only Sovelior. Mordekainen then, instead of Szass Tam. I just used the FR geography because it was something most people would know and I've never played in Greyhawk. Teleportation Circle is a core spell, and that was the point of that example. 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. There's no marginal cost - its all up front, which means it will pay for itself eventually with even just a small toll. There are no standard rules explaining exactly what makes a God a God. Granted in your world maybe the God of Knowledge just collects knowledge without ever putting it in a Library - but that sounds more like a God of Secrets to me. Many religions horde their secrets - but others might see it as their divine duty to spread knowledge and share it with others (or at least members of their own religion). Can you make up reasons for why they would not do this? Sure, but that's not "rules." I just want to drive home the point that I agree. I just think that the logical consequences of D&D-isms makes for a really weird, dangerous, wonderous place. One like no campaign setting released to date, with the possible exception of Planescape. PS probably does come the closest. Wombat has also made an excellent analysis. [/QUOTE]
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