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How common are "adventurers" in your world?
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<blockquote data-quote="bedir than" data-source="post: 6543469" data-attributes="member: 6789971"><p>My thoughts about this grew out of the discussion about<a href="http://www.enworld.org/forum/showthread.php?424215-Low-magic-player-characters-in-D-amp-D-5e" target="_blank"> low/rare magic worlds</a>. PCs are exceptional, that's more clear in 5th edition than ever before, but they aren't the only exceptional people in the world. The decision about how common peoples that "level up" in your world is one that can cascade into so many other choices.</p><p></p><p>If 1% of your world's intelligent peoples are adventuring types (capable of leveling, magic, mighty attacks, etc) you will have a world where the contest for power is nearly constant. Make a scene in any village and the guard/militia/constables will be on you fast. They are likely more powerful than you are, because that's why they are in power and your PCs are not, yet. Every community is lead by an adventurer, even commoners are likely leveling.</p><p></p><p>Making "adventurers" about as common as pro athletes are in this real world means that they are real heroes, with tales told throughout whatever media dominates the world. Even the relatively minor ones likely have fanbases. It may start with a small hamlet liking their local folk hero, but soon that rising star gets known. She's a prospect that the largest guilds/kingdoms/faiths/schools/colleges/etc will be tracking, because she is either a threat to their power or a way to amplify it.</p><p></p><p>At this level commoners can still be rulers, because they have natural ability scores and skills that help them along the way and the 1% of the 1% of the 1% do not need to concern themselves with the mundane.</p><p></p><p>The scale has a lot more variance than this, but it is one that effects further decisions (infrequent adventuring types and lots of dragons means lots of dead commoners). Where do you set this level during your homebrew design and how do you let your players know of this decision?</p></blockquote><p></p>
[QUOTE="bedir than, post: 6543469, member: 6789971"] My thoughts about this grew out of the discussion about[URL="http://www.enworld.org/forum/showthread.php?424215-Low-magic-player-characters-in-D-amp-D-5e"] low/rare magic worlds[/URL]. PCs are exceptional, that's more clear in 5th edition than ever before, but they aren't the only exceptional people in the world. The decision about how common peoples that "level up" in your world is one that can cascade into so many other choices. If 1% of your world's intelligent peoples are adventuring types (capable of leveling, magic, mighty attacks, etc) you will have a world where the contest for power is nearly constant. Make a scene in any village and the guard/militia/constables will be on you fast. They are likely more powerful than you are, because that's why they are in power and your PCs are not, yet. Every community is lead by an adventurer, even commoners are likely leveling. Making "adventurers" about as common as pro athletes are in this real world means that they are real heroes, with tales told throughout whatever media dominates the world. Even the relatively minor ones likely have fanbases. It may start with a small hamlet liking their local folk hero, but soon that rising star gets known. She's a prospect that the largest guilds/kingdoms/faiths/schools/colleges/etc will be tracking, because she is either a threat to their power or a way to amplify it. At this level commoners can still be rulers, because they have natural ability scores and skills that help them along the way and the 1% of the 1% of the 1% do not need to concern themselves with the mundane. The scale has a lot more variance than this, but it is one that effects further decisions (infrequent adventuring types and lots of dragons means lots of dead commoners). Where do you set this level during your homebrew design and how do you let your players know of this decision? [/QUOTE]
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