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Has D&D become too...D&Dish?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2939952" data-attributes="member: 2268"><p>And yep, it only takes one 3rd level cleric whose life quest it is to illuminate the cities...and 5 years later, you get another crazy cleric who runs around dispelling or cancelling them lights with his god's blessings. And this is entirely probable, even if you play with monotheistic backgrounds, as there will always be devil-worshippers who make it their biggest aim to destroy this sign of goodwill of the "one god". If you play with polytheistic backgrounds, all it needs is a rival god getting his dander up about this divinely illuminated city and sending out his priests to "rectify" the situation. And as we're dealing with religious conflicts, it might easily turn into more than petty vandalism...either you have diabolists running around in the city, or a bigger argument between two churches looms ahead. Both great campaign hooks, of course. <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>Edit: An easier way to illuminate the whole city, by the way, is to simply pass a law that all registered citizens of the city have to have a light burning outside their house after sundown, at least a candle for normal citizens and bigger oil lamps for taverns and bars. That way, you even support the local wax candle and oil industry. <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></p><p></p><p>And why should something like your wizard did be "impossible" in a campaign world? As far as I know, a big heap of D&D adventures lived on the "mad, powerful wizard terrorizes the countryside, poor helpless peasants can't defend themselves, enter the heroes" kind of story? Happens all the time...and at some point, the wizard hits enough opposition in comparable levels that he's obliterated. Or the church takes an active interest after he razed the third or fourth town with a shrine or temple in it, and sends one of their paladins with retinue. Or he simply gets eaten by one of his own, uncontrollable creations that then roams the countryside.</p><p></p><p>Oh, and the large number of magical or magic-using monsters is not that large if you consider that many of those monsters have a rarity rating that makes it hard to find two of them within the same 500 miles. <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=":)" /> And even if...that's what adventurers are living off, too, after all.</p><p></p><p>You see, the point is that <strong>everything</strong> is possible, and not everything is logical..and if you look around, you'll find that in more than 50% of what's going on, logic doesn't play much of a role in people's decisions, even those of rulers. Maybe one evil high-level wizard is enough to convince a nation to allow more wizards in order to have countermeasures...it might also drive them away from simply discouraging wizards and magic, and to killing every wizard on sight, with extreme prejudice and the sanction and divine help of the churches. Or it makes them simply put up higher bounties in case one wizard decides to test the waters of the "Dark Side", so he is stopped earlier by greedy adventurers.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2939952, member: 2268"] And yep, it only takes one 3rd level cleric whose life quest it is to illuminate the cities...and 5 years later, you get another crazy cleric who runs around dispelling or cancelling them lights with his god's blessings. And this is entirely probable, even if you play with monotheistic backgrounds, as there will always be devil-worshippers who make it their biggest aim to destroy this sign of goodwill of the "one god". If you play with polytheistic backgrounds, all it needs is a rival god getting his dander up about this divinely illuminated city and sending out his priests to "rectify" the situation. And as we're dealing with religious conflicts, it might easily turn into more than petty vandalism...either you have diabolists running around in the city, or a bigger argument between two churches looms ahead. Both great campaign hooks, of course. :) Edit: An easier way to illuminate the whole city, by the way, is to simply pass a law that all registered citizens of the city have to have a light burning outside their house after sundown, at least a candle for normal citizens and bigger oil lamps for taverns and bars. That way, you even support the local wax candle and oil industry. ;) And why should something like your wizard did be "impossible" in a campaign world? As far as I know, a big heap of D&D adventures lived on the "mad, powerful wizard terrorizes the countryside, poor helpless peasants can't defend themselves, enter the heroes" kind of story? Happens all the time...and at some point, the wizard hits enough opposition in comparable levels that he's obliterated. Or the church takes an active interest after he razed the third or fourth town with a shrine or temple in it, and sends one of their paladins with retinue. Or he simply gets eaten by one of his own, uncontrollable creations that then roams the countryside. Oh, and the large number of magical or magic-using monsters is not that large if you consider that many of those monsters have a rarity rating that makes it hard to find two of them within the same 500 miles. :) And even if...that's what adventurers are living off, too, after all. You see, the point is that [b]everything[/b] is possible, and not everything is logical..and if you look around, you'll find that in more than 50% of what's going on, logic doesn't play much of a role in people's decisions, even those of rulers. Maybe one evil high-level wizard is enough to convince a nation to allow more wizards in order to have countermeasures...it might also drive them away from simply discouraging wizards and magic, and to killing every wizard on sight, with extreme prejudice and the sanction and divine help of the churches. Or it makes them simply put up higher bounties in case one wizard decides to test the waters of the "Dark Side", so he is stopped earlier by greedy adventurers. [/QUOTE]
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