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Favored Terrain & Favored Enemy
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<blockquote data-quote="gamerprinter" data-source="post: 5280224" data-attributes="member: 50895"><p>I see your point, but then I design my own settings and create my own maps - my worlds tend to be heavily influenced by earth-history analogs, and my worlds make geographic/geologic sense, even when I include magically altered terrain and such - there's a logic to the world. I don't place tundra next to desert, next to jungle. Some whacko places in the FR might do that, but none of my settings.</p><p></p><p>I sometimes don't keep in mind the intended setting someone else might be playing in might make absolutely no sense - my worlds aren't like that. So I don't think like that.</p><p></p><p>My latest setting intended for publication is set in an analog Europe set in the Iron Age - so I always think in historic terms and it works perfectly for the worlds I design. I'm sure the typical D&D setting and what I create are apples and oranges.</p><p></p><p>So excuse my logic, it works different than even the majority, I think.</p><p></p><p>Regarding your point about injuries and health care. Cleric spells cost money, most people are poor, most people don't receive the care of a cleric and die of injury, illness and disease on a regular basis - like the real world. Sure magical healing exists, and those in power and those who are adventurers are the exception to the rule. Modern health care doesn't exist in most fantasy worlds I'm familiar, and I'm not even including the ones I design.</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5280224, member: 50895"] I see your point, but then I design my own settings and create my own maps - my worlds tend to be heavily influenced by earth-history analogs, and my worlds make geographic/geologic sense, even when I include magically altered terrain and such - there's a logic to the world. I don't place tundra next to desert, next to jungle. Some whacko places in the FR might do that, but none of my settings. I sometimes don't keep in mind the intended setting someone else might be playing in might make absolutely no sense - my worlds aren't like that. So I don't think like that. My latest setting intended for publication is set in an analog Europe set in the Iron Age - so I always think in historic terms and it works perfectly for the worlds I design. I'm sure the typical D&D setting and what I create are apples and oranges. So excuse my logic, it works different than even the majority, I think. Regarding your point about injuries and health care. Cleric spells cost money, most people are poor, most people don't receive the care of a cleric and die of injury, illness and disease on a regular basis - like the real world. Sure magical healing exists, and those in power and those who are adventurers are the exception to the rule. Modern health care doesn't exist in most fantasy worlds I'm familiar, and I'm not even including the ones I design. GP [/QUOTE]
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