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Has D&D become too...D&Dish?
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<blockquote data-quote="gizmo33" data-source="post: 2928189" data-attributes="member: 30001"><p>I thought there were distance limits to teleport? In any case, I would (and do) impose distance limits on teleport and scrying. As I said before, I really think the simulationist approach runs into problems almost immediately, and the question for me becomes: "what should the house rules be in order to convincingly produce my current fantasy world".</p><p></p><p></p><p></p><p>If each of the nobles has levels in an adventuring character class, then there's no difference between them and an adventuring party except that the trust factor for the state is much higher. In my campaign, not all nobles (by far) are of the Aristocrat character class. Historically, persons referred to as "adventurers" (explorers, etc.) were almost always of the noble class.</p><p></p><p></p><p></p><p>Their success would rely on their ability to escape detection though. Given the right spells and mundane techniques for detecting invisible, for example, an "assassination" mission would be as risky as in real life, and would thus be subject to the same considerations.</p><p></p><p></p><p></p><p>Yes, but that's not quite what I was saying the similarity was. A mercenary company is a threat to the elite because they can kick down some nobleman's front door, storm in and kill him. What's preventing that? Some answers (among other things) are guards, steel doors, etc.</p><p></p><p>So it's essentially the same thing as the mercenary company in that the nobleman has to protect himself from magical dangers as well as mundane dangers. Mercenary companies existed in the real world and were a threat to nobles - same as magic-weilding adventurers. The only difference is the nature of the threat, and thus that the nature of the protections needed. But I think the conditions under which mercenary companies and magic-using adventurers would be allowed to operate in any particular realm would be similar. </p><p></p><p></p><p></p><p>But that's where I would say that the DnD game is not a simulation. DnD is geared (in a metagamey way) towards providing a challenge to players in a "dungeon-like" environment. A simlulationist version of DnD would very well include an anti-teleport spell whose target is an object or person. Plus a whole bunch of anti-teleport spells, not just "you fail" type protections, but ones that allow the teportee to be rerouted to a dungeon, or return a doppelganger to their starting location etc. The possibilities are nearly limitless, and once wizards were aware of the possiblities, the mere chance of death would be enough to make the "scry-teleport-disintegrate" option much less attractive.</p><p></p><p>As I've said though - you can't get there IMO with the Core Rules.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2928189, member: 30001"] I thought there were distance limits to teleport? In any case, I would (and do) impose distance limits on teleport and scrying. As I said before, I really think the simulationist approach runs into problems almost immediately, and the question for me becomes: "what should the house rules be in order to convincingly produce my current fantasy world". If each of the nobles has levels in an adventuring character class, then there's no difference between them and an adventuring party except that the trust factor for the state is much higher. In my campaign, not all nobles (by far) are of the Aristocrat character class. Historically, persons referred to as "adventurers" (explorers, etc.) were almost always of the noble class. Their success would rely on their ability to escape detection though. Given the right spells and mundane techniques for detecting invisible, for example, an "assassination" mission would be as risky as in real life, and would thus be subject to the same considerations. Yes, but that's not quite what I was saying the similarity was. A mercenary company is a threat to the elite because they can kick down some nobleman's front door, storm in and kill him. What's preventing that? Some answers (among other things) are guards, steel doors, etc. So it's essentially the same thing as the mercenary company in that the nobleman has to protect himself from magical dangers as well as mundane dangers. Mercenary companies existed in the real world and were a threat to nobles - same as magic-weilding adventurers. The only difference is the nature of the threat, and thus that the nature of the protections needed. But I think the conditions under which mercenary companies and magic-using adventurers would be allowed to operate in any particular realm would be similar. But that's where I would say that the DnD game is not a simulation. DnD is geared (in a metagamey way) towards providing a challenge to players in a "dungeon-like" environment. A simlulationist version of DnD would very well include an anti-teleport spell whose target is an object or person. Plus a whole bunch of anti-teleport spells, not just "you fail" type protections, but ones that allow the teportee to be rerouted to a dungeon, or return a doppelganger to their starting location etc. The possibilities are nearly limitless, and once wizards were aware of the possiblities, the mere chance of death would be enough to make the "scry-teleport-disintegrate" option much less attractive. As I've said though - you can't get there IMO with the Core Rules. [/QUOTE]
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