Raven Crowking said:Well, the elephant in the corner is exactly the same as D&D demographics. Those peasants don't choose PC classes for the same reason that those casters don't choose continual light or continual flame.
Raven Crowking said:Well, the elephant in the corner is exactly the same as D&D demographics. Those peasants don't choose PC classes for the same reason that those casters don't choose continual light or continual flame.
the point is that the RAW must be altered to circumstance if you are going to use real world examples and socio-politics or economics to "logically" determine anything about a world.
Hussar said:Heh, I do enjoy a civilized convo. LOL
I would point out though a couple of things. The spell pricelist in the PHB carries no such caveat, which is more what I've been talking about anyway. Permanent magic items isn't what I'm after. It's the effects of permanent low level spells. Also, the value of gold in DND is absolute. It becomes difficult to adjust for any sort of market factor when the value of the money never changes. Thirdly, the price for all equipment and spell components in the PHB are not subject to change either.
Even if magic items vary wildly in value, by RAW, none of the spells will. A country where pearls are very rare will simply use smaller pearls to power an Identify spell. After all, all I need is 100 gp in pearl. It says nothing about how big that pearl, or even the quality of that pearl.
Raven Crowking said:I'd rather that the designers of 3e set a lower magic level as the default, but I agree that this is easily modified. What having a high-magic default does, that I do not care for, is set an expectation of high-magic. Again, though, this is easily modified.
Hussar said:To me, it's extemely difficult to ignore the elephant in the corner that is low level permanent magics. As was mentioned, these exist solely for metagame reasons. That's true. The only reason to have permanent light sources is to reduce the PITA factor of dungeon crawling. However, again, that reason doesn't have to be examined. We only have to worry about how it affects the setting, not why it's there in the first place.
Hussar said:Perhaps that is what's tripping us up here. I'm not terribly concerned with the why. Why something is in the game world, or why that game world looks like it does doesn't really concern me. It's a given. However, my concern is given a particular starting point (RAW demographics ((LOL, typoed this as demongraphics))) how is that setting affected by the presence of cheap permanent spells?
Hussar said:I think Gizmo33 makes a good point. The people of Rome certainly didn't think magic didn't work. They believed that it did and acted accordingly. Those leaders spending the equivalent of millions of dollars on a fingerbone of some dead important guy didn't do so because they thought it was a hoax. They acted as if magic worked. There are so many real world examples of societies that believe in magic and spend vast resources fueling that belief. Why should the provable existence of magic change that?
The question is raised of controlling those who cast spells. Churches work extremely well for this. Mage guilds are certainly a solid part of the genre. Both work pretty well in controlling magic. Dragonlance featured wizard police that killed unlicensed mages for example.
I do agree that there would be SOME sort of control placed over spell casters. They would not likely be allowed to operate in a power vacuum, at least, not for very long. Would this be state controlled? Possibly. But, then again, guilds work as a protection both for and against the state. As do churches. It is possible to have the numbers of spell casters as dictated by the RAW without having totalitarian states cutting out the tongues of everyone with magic abilities.
So we have this enormous elephant that exists for metagame reasons. Since it's a metagame problem, the simplest solution is to metagame it dead by saying "Continual Flame" isn't permanent, just REALLY long-lasting. Long enough that it doesn't affect the PCs (who can cast it the day before any dungeon crawl they take and still have their lights work and a full complement of "spell slots"), but not permanent, meaning no continual flame streetlights. No mountains of continual flame rocks sitting around. Thus is the problem solved. Unfortunately some people think this is heavy-handed.
If nothing has changed, per the RAW, we have druids (and rangers) and sorcerers first. Druids get their power from nature itself, so no formalized religion is necessary. Similarly, sorcerer's magic is inherent, so they don't have to develop practices for accessing magic, they just CAN. Clerics, more or less, arrive when gods do. When the gods arrive is a campaign-specific question the RAW don't address. If they're eternal, they're right there with the druids and sorcerers. And every D&D campaign's a theocracy run by a deity. Assuming they have any interest in doing that. However, if you have less activist deities, then clerics are no more trustworthy than sorcerers. If the gods aren't eternal (or their power is determined by the number of worshipers they have, or whatever), things are a bit different. For now, let's assume less than active deities, or that clerics come later.
I guess that was the point I was trying to make in the first place. I too wish the designers had set the "default magic level" lower. As Raven says, it's easily modified, but it has to BE modified (and player expectations correspondingly adjusted). I also wish D&D didn't make such a big deal out of the arcane/divine magic thing, but that's another issue entirely (sort of).

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