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Has D&D become too...D&Dish?
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<blockquote data-quote="Raven Crowking" data-source="post: 2929537" data-attributes="member: 18280"><p>That isn't a bad point, and there is nothing wrong with setting up a world that way. The assumption that the magic of the gods should be used to light the streets might not wash with the clerics, however. That they can have light at any time in the abbey is a statement of their power. Few people with power share that power unless it is to gain significantly more power. Which begs the question of why the city leader would give up the land for those stones when a curfew and watch patrols are cheaper.</p><p></p><p></p><p></p><p>I agree. I also agree that things would centralize in an actual magitech world due to the availability of communications and travel magitechnology. However, it doesn't require a magitech world being completely set up for a group of high level characters to achieve the same results.</p><p></p><p>The point is not that your assumptions create an invalid world; the point is that they are not the only assumptions that can be used, nor are they necessarily the most "logical" set of assumptions.</p><p></p><p>RC</p><p></p><p>EDIT: Hussar, I think that there is little doubt that the "lots of magic" paradigm is more inherent in 3e than in previous editions. Even when you consider the loot in modules, you need to consider that it was never intended that the average party would find all of it -- hence the appearance of the term "Greyhawking" a dungeon, as a direct attempt to overcome the designer's attempt to hide loot where you will not find it.</p><p></p><p>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.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2929537, member: 18280"] That isn't a bad point, and there is nothing wrong with setting up a world that way. The assumption that the magic of the gods should be used to light the streets might not wash with the clerics, however. That they can have light at any time in the abbey is a statement of their power. Few people with power share that power unless it is to gain significantly more power. Which begs the question of why the city leader would give up the land for those stones when a curfew and watch patrols are cheaper. I agree. I also agree that things would centralize in an actual magitech world due to the availability of communications and travel magitechnology. However, it doesn't require a magitech world being completely set up for a group of high level characters to achieve the same results. The point is not that your assumptions create an invalid world; the point is that they are not the only assumptions that can be used, nor are they necessarily the most "logical" set of assumptions. RC EDIT: Hussar, I think that there is little doubt that the "lots of magic" paradigm is more inherent in 3e than in previous editions. Even when you consider the loot in modules, you need to consider that it was never intended that the average party would find all of it -- hence the appearance of the term "Greyhawking" a dungeon, as a direct attempt to overcome the designer's attempt to hide loot where you will not find it. 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. RC [/QUOTE]
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