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<blockquote data-quote="Mac Callum" data-source="post: 1682417" data-attributes="member: 17035"><p>Absolutely. This kind of stuff is critical to making the PCs really feel excited about their accumulation of power. It doesn't have to wait until you get 9th level spells either.</p><p></p><p>When my PC who was playing a Wizard chose Resist Energy at 4th level (just a 2nd level spell), I dropped a creature into the quest that was way too high a CR for the party normally, but I dropped hints ahead of time that it used all Cold spells. She used every 2nd level slot and a couple scrolls to cover the entire party and they did just fine.</p><p></p><p></p><p></p><p></p><p>Perhaps it's a failure of my imagination, but I just can't imagine a world where dragons and demons walk the earth and anyone with a slightly above-average personality, IQ or insight (or any average person now Middle Aged) can master basic spells of arcane or divine nature retaining this fear of the 'unknown.' Quite the contrary, it seems it would be quite common.</p><p></p><p>There are game systems that make magic rare and weird, but the D&D rules are setup such that 83.5% of the ECL +0 race-populations qualify for the prerequisites of some kind of spellcasting. (That's a real number - only 17.5% of the population would have a 9 or less in all three spellcasting stats.) You could say that Wizardly training is hard to come by, but all Adepts, Clerics and Druids need is faith, and all Sorcerers need is talent. Those are free and, according to the rules, abundant.</p><p></p><p>According to the rules, a human born with a spellcasting stat of 10 will get +3 to that stat through aging and maturity, and up to 5 points through level advancement. This pretty much guarantees that anyone of a certain age & experience has the stats required to cast spells of the appropriate levels. Spells up to 3rd should be quite common - by a straight interpretation of the rules.</p><p></p><p>This also explains how wimpy, no stat bonus, no inherant spellcasting humans even survive as a species in a world populated by magical monsters.</p><p></p><p>Yeah, it's not 'fantasy' or 'Arthurian' or 'Medieval', but as others have mentioned, D&D isn't designed to do those things. It's a category unto itself, which is exactly what I read from Quasqueton's first post. I was just trying to explore that.</p><p></p><p></p><p></p><p>You may not care about the weather in France, but if you appreciate wine or cheese (to pick two stereotyped examples) you'll care next summer what France's weather was today. Things happening far away will affect the prices in your local grocer. In a world with Teleport Circle Emporor Zirg's Ogre legions (made up referance to avoid FR referances) could have spread out to the entire world. Some peasants won't care about that fact - but some will.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1682417, member: 17035"] Absolutely. This kind of stuff is critical to making the PCs really feel excited about their accumulation of power. It doesn't have to wait until you get 9th level spells either. When my PC who was playing a Wizard chose Resist Energy at 4th level (just a 2nd level spell), I dropped a creature into the quest that was way too high a CR for the party normally, but I dropped hints ahead of time that it used all Cold spells. She used every 2nd level slot and a couple scrolls to cover the entire party and they did just fine. Perhaps it's a failure of my imagination, but I just can't imagine a world where dragons and demons walk the earth and anyone with a slightly above-average personality, IQ or insight (or any average person now Middle Aged) can master basic spells of arcane or divine nature retaining this fear of the 'unknown.' Quite the contrary, it seems it would be quite common. There are game systems that make magic rare and weird, but the D&D rules are setup such that 83.5% of the ECL +0 race-populations qualify for the prerequisites of some kind of spellcasting. (That's a real number - only 17.5% of the population would have a 9 or less in all three spellcasting stats.) You could say that Wizardly training is hard to come by, but all Adepts, Clerics and Druids need is faith, and all Sorcerers need is talent. Those are free and, according to the rules, abundant. According to the rules, a human born with a spellcasting stat of 10 will get +3 to that stat through aging and maturity, and up to 5 points through level advancement. This pretty much guarantees that anyone of a certain age & experience has the stats required to cast spells of the appropriate levels. Spells up to 3rd should be quite common - by a straight interpretation of the rules. This also explains how wimpy, no stat bonus, no inherant spellcasting humans even survive as a species in a world populated by magical monsters. Yeah, it's not 'fantasy' or 'Arthurian' or 'Medieval', but as others have mentioned, D&D isn't designed to do those things. It's a category unto itself, which is exactly what I read from Quasqueton's first post. I was just trying to explore that. You may not care about the weather in France, but if you appreciate wine or cheese (to pick two stereotyped examples) you'll care next summer what France's weather was today. Things happening far away will affect the prices in your local grocer. In a world with Teleport Circle Emporor Zirg's Ogre legions (made up referance to avoid FR referances) could have spread out to the entire world. Some peasants won't care about that fact - but some will. [/QUOTE]
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