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General Tabletop Discussion
*Dungeons & Dragons
How do the classes change a small town on a day to day basis
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<blockquote data-quote="KarinsDad" data-source="post: 6363551" data-attributes="member: 2011"><p>Then your town doesn't get trade because if the townsfolk are afraid of the merchants, then the merchants are not going to walk into town with all of their goods expecting to not be robbed. Fearful people are often untrustworthy people.</p><p></p><p></p><p>Your base assumption is that armed and armored travelers are often considered a threat and that all people would see them that way. Maybe in your game.</p><p></p><p>But D&D is not like that. D&D has healing (and other magic) and the moment one introduces magic (especially healing), things like town laws can become less enforceable because the world environment allows for those with magical power to ignore the edicts of those without magical power.</p><p></p><p>And if a town has magical power, what does it have to fear from armed and armored travelers? In the wild west, some towns had rules of no guns and sheriffs enforced those rules with guns. But the vast majority of western towns had no such rules. Even today, people can carry in many states. Some states (like your presumed game world of fearful towns) have strict restrictions on guns.</p><p></p><p>Ditto for D&D. Some towns might be paranoid like you claim, many shouldn't. The local authorities have enough power to handle wayward travelers who break the law, just like in the real world in the carry states. The real world in the old west and the current real world seem to not quite match your expectations of how people should react. Some are afraid and create strict laws and rules, some allow people to live and only intervene when people screw up.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6363551, member: 2011"] Then your town doesn't get trade because if the townsfolk are afraid of the merchants, then the merchants are not going to walk into town with all of their goods expecting to not be robbed. Fearful people are often untrustworthy people. Your base assumption is that armed and armored travelers are often considered a threat and that all people would see them that way. Maybe in your game. But D&D is not like that. D&D has healing (and other magic) and the moment one introduces magic (especially healing), things like town laws can become less enforceable because the world environment allows for those with magical power to ignore the edicts of those without magical power. And if a town has magical power, what does it have to fear from armed and armored travelers? In the wild west, some towns had rules of no guns and sheriffs enforced those rules with guns. But the vast majority of western towns had no such rules. Even today, people can carry in many states. Some states (like your presumed game world of fearful towns) have strict restrictions on guns. Ditto for D&D. Some towns might be paranoid like you claim, many shouldn't. The local authorities have enough power to handle wayward travelers who break the law, just like in the real world in the carry states. The real world in the old west and the current real world seem to not quite match your expectations of how people should react. Some are afraid and create strict laws and rules, some allow people to live and only intervene when people screw up. [/QUOTE]
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How do the classes change a small town on a day to day basis
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