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<blockquote data-quote="Haltherrion" data-source="post: 5392200" data-attributes="member: 18253"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=57939" target="_blank">SKyOdin</a></u></p><p> </p><p>If you choose to limit the number of adventurers to your PCs plus some foes, that's perfectly reasonable but that's hardly how most people are likely to see it. This is what I mean about setting a common baseline <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>So, your view is consistent, reasonable and useful but it does seem a bit of a stretch to tell me I'm wrong because of this previously (to my knowledge) unstated way you handle it in your settings.</p><p> </p><p>Regarding using earth magic/alchemy as an analogue for a magic world, I think the problem there is that earth magic/alchemy is either entirely powerless (my personal view) or of very limited, measurable power (allowing for other view points on this). D&D class magic is so much more patently powerful I don't see how you can use it as an example. I'd pick instead access to medieval universities or ancient world engineers; rare but not unheard of it.</p><p> </p><p>I'm up for another thread but, if I may suggest, please take a stab at some ground rules to the discussion. Someone can always start another thread if they don't care for the ones you pick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>I'll take a stab at my own thread regarding a premise similars to yours which I described as a "distortion bubble". I think it does have it's place.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5392200, member: 18253"] @[U][URL="http://www.enworld.org/forum/member.php?u=57939"]SKyOdin[/URL][/U] If you choose to limit the number of adventurers to your PCs plus some foes, that's perfectly reasonable but that's hardly how most people are likely to see it. This is what I mean about setting a common baseline :) So, your view is consistent, reasonable and useful but it does seem a bit of a stretch to tell me I'm wrong because of this previously (to my knowledge) unstated way you handle it in your settings. Regarding using earth magic/alchemy as an analogue for a magic world, I think the problem there is that earth magic/alchemy is either entirely powerless (my personal view) or of very limited, measurable power (allowing for other view points on this). D&D class magic is so much more patently powerful I don't see how you can use it as an example. I'd pick instead access to medieval universities or ancient world engineers; rare but not unheard of it. I'm up for another thread but, if I may suggest, please take a stab at some ground rules to the discussion. Someone can always start another thread if they don't care for the ones you pick ;) I'll take a stab at my own thread regarding a premise similars to yours which I described as a "distortion bubble". I think it does have it's place. [/QUOTE]
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