How on Earth do you have a tightly controlled D&D world with normal magic (Long)

I love threads of this nature, but I have to say that the initial argument is based on some comparatively questionable assumptions.

While I agree with the sentiment that there isn't really a need to defend Feudalism when you can develop your own histories of the state of the world, I also think that we at this board tend to view Feudalism in a very specific light that ignores the complexities and variances that characterized the history of the concept.

In many ways I think the dynamics of DnD allow for a much more faithful modeling of the early and late systems of Feudalism than our own conceptions allow us. Left to our own devices we late twentieth century capitalists and socialists tend to see Feudalism as far more monolithic, stable, and homogenous than it commonly was. The individuality, instability, and diversity of DnD helps correct this.

Correction #1: The emergence of many powerful institutions and vocations. In DnD you get very powerful wizards, druids, clerics, and rogues who are easily as capable as noble warriors, inevitably they end up being lords in their own right.

This does a lot to recreate the actual emergence of landed and powerful churches, schools, intellectuals, guilds, and merchants who were integrated into the feudal system using a variety of different techniques.

Correction #2: DnD makes it possible for the elite of a society to participate in many more activities than farming and being stable. It also creates a class of adventurers.

While the word adventurers may not have been so commonly used and DnD adventurers tend to travel with a much lighter support staff than was common for the period, the majority of the Feudal period was characterized by rampant instability and a very high degree of individual autonomy for anyone who was willing to take their protection into their own hands. This is one of the most interesting effects of a system that uses explicit social contracts. The adventures of El Cid are pretty acurate in terms of his exploits, if not his background, and if you were to cut down the number in his band from a small company to an adventuring party you would have something that could aptly be described as the best story hour ever.

Another correction this creates is to ruin the modern idea of what nobility means. The idea of nobility in the early middle and dark ages is very very very fluid. A knight is anyone with arms. Everything beyond that is negotiable.

Correction #3: Armies aren't as useful in DnD as we think they should be. This is right on the money. Medieval conflict is often characterized by the lack of large military formations. There were always periods and circumstances in which armies were useful and that's true in DnD as well, but small bands of elite soldiers were the true key to power in most circumstances.

Anyways, my main point would be that the tradition of fantasy that is embodied in DnD is itself based on a reading, primarily literrary, of the medieval world that is in many ways far more accurate than the economic and systematic reading we commonly possess.
 

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I'm not getting the whole idea behind certain effects "canceling." Granted, certain effects can block or defend against other effects. However, that doesn't mean that they completely negate each other. Ripples will reach out and touch everything.

For example, in general, nuclear weapons cancel each other. No country has launched a major nuclear attack since the introduction of the weapons because the other side had nukes too. However, their presence continues to shape international policies today. The 2 super powers of the US and USSR didn't negate each other, their conflict was fought via proxies all over the globe, created extensive alliances, created in some situations an atmosphere of fear and paranoia, and consumed lots of resources.

Similarly, technology can destroy as easily as it builds - in fact it generally destroys things incidentally. That doesn't mean everything we build is instantly destroyed. Buildings wear out naturally, or can be destroyed by accident or malice. But we still have buildings. So just because one mage can ruin another's Teleport Circle doesn't mean that no TP circles can exist. In fact, the magical effect is actually more durable than the technological. It takes a trained spellcaster to disrupt a permanent spell, while a halfway competent person with access to a farm and the Anarchist's Cookbook can destroy something that took a lot of trained people and expensive equipment to build.
 
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To make it more of a "its you not your stuff" I will give extra feats, extra open skills, 2 more skill points per level and defense

Along with a few nerfed spells this shouls provide what I want


I have to agree with you, Ace. That was my thought about ten years ago. I wanted the history of the PCs to matter and wanted their own skills and abilities to allow them to stand out. With a regular level of magic in a D&D world (as seen in the published stuff), that is impossible. Anything you can do is just another modifier on top of your magic items. Your own abilities don't matter anywhere near as much as the magic items that you have.

I remember a couple of very specific times in my own world that demonstrated this very well. One one occasion, the PCs were all taken hostage by a fickle demigod (this was in my high-magic days) and he would release them to do a task for him. The party leader got smart with him and kept pushing (we were all younger then). Instead of killing them all, I decided that the demigod would punish the leader by taking his magic items. He was a high level magic-user (16th at the time, I think) and had pretty much every spell of the levels that he could cast at his command. When he lost his bracers of defense, ring of wizardry, ring of regeneration, staff of power, and other items, he almost cried. The player was ready to quit because, all of a sudden, he didn't have QUITE the capabilities that he once had. Never mind the fact that the party had a hoard of lesser magic items to draw from and he could get more powerful ones later. After all, he got off pretty easy when you consider that he pissed off a demigod. The other time was when a fighter who had (sort of) been built around flail specialization and a rod of flailing that the party had ended up losing his rod of flailing to a Mordenkainen's Disjunction spell. He, too, was ready to quit because he didn't have the awesome damage potential that he once had, even though he was a high level fighter with other magical items and magical weapons.

My current group ranges from 6th to 9th level and only recently acquired a couple of magical weapons. One guy has bracers of defense, too, and they all have a magical ring each. That's it...and ALL of it has come their way within the last year of game time (in a nine year long campaign). They are defined FAR more by what they have done in the campaign world and by what their own skills are than by what magic items they carry.
 

Harold Mayo said:
... The player was ready to quit because, all of a sudden, he didn't have QUITE the capabilities that he once had. .... He, too, was ready to quit because he didn't have the awesome damage potential that he once had, ....

This says more to me about your players than it does about the game system.
 

I think in a world with magic and powerfull people a society ruled by the elite will be easier to keep. Even if a monarch isn't powerful himself most will always be smart enough to keep powerfull people around them, and there will always be people willing to help him out of loyalty, self gain, or some other reason even if it is to take over themselves someday. Their will always be potentialy powerfull opponents, but they will be balanced by his own men. In a midevel world like ours used to be with no magic and no individuals thousands of times more personally powerful than a commoner all it takes is to tick off enough of the populace at the same time and things could snowball out of controll. Sure his men might be better equiped, but would it matter if the pesents only had pichforks if they outnumbered the army 20 to 1. Much of the reason they suffered the abuses so much were they didn't know of a life any better and it was difficult to get enough people together without being crushed. In a fantasy setting the elite could just steam roll over the genreal populace. Even if the populace could get some high level people to help them they would be cancelled out by his own men and he could just send out some iron golems or fiends or something to deal with the people. I only see constant overthoughs if the oppositions high level people outnumber or dramaticly outclass the ruling people. With that said overthoughs are always possible as you would expect once in a while. I could even make paralles with technology today. In a way it acts like magic does in a fantasy setting. How many places in the world aren't ruled or controlled by elite. In thouse places people could be controlled by advanced weapons. The difference between a pichfork and a sword might not be that bad, but what about the difference between a crude knike or twig and a tank, or rifle, or attack helecopter, or high yeld missle.
 

I had a low-magic world going. Once the wizard in the party reached a certain level, though, I had to throw that out the window. And I decided to turn the world into a war of assasins. Where high-level characters continually fought against each other without the general populace knowing about it.

Seems to work okay.
 

Joshua Dyal - When you finish developing your system (Modern/CoC etc) let me know. That is also the type of feel I want to create I'm just finding myself to lazy to do it. Then again I am finding myself only time to play Warhammer 40k and a few PbEM games.

Harold Mayo - I've seen that problem with players as well. Lose an item and they think their character has just become trash. I hate it when the gear becomes more important than the character!
 

Yeah, Broken Fang, I hated seeing it but it was in the late 1980's and we were all still in our late teens and loved power-gaming so it really wasn't something that, in retrospect, should have been surprising.

The group (same guys) is now, after 9 years of real time and 22 years of game time, virtually worshipping their first permanent magic items. I absolutely LOVE low magic worlds!

We've all recently been hit by a nostalgia bug, though, so we're going to diversify and play the low-magic campaign half of the time and start a traditional campaign to play the rest of the time. I should be a fun break from the other one.
 

Broken Fang said:
Harold Mayo - I've seen that problem with players as well. Lose an item and they think their character has just become trash. I hate it when the gear becomes more important than the character!

There's a very simple fix to that. Give up DMing, and start playing. Hey presto, you have all the freedom in the world to make your character more important than the gear they're carrying.
 

Let me just say that I, for one, love this kind of discussion.

Like Joshua Dyal, I prefer changing the system to suit the world to changing the world to fit the system.

Just to further complicate the discussion, you might think about how all of these high-powered monsters might have altered the human societies that had to develop alongside them.

In my world, most dragons surround themselves with near-worshippers, who serve the dragon in return for the dragon's protection. The serfs don't have to worry about marauders (what common bandits would want to anger a dragon?), and the dragon has plenty of support and warning if some other powerful group were trying to do something. . .

I also made the decision that most magic requires intensive education and training as well as (non-inheritable) inborn gifts, so that nearly everyone who learns magic to a high level was eligible for a good education (meaning they and their families were invested in the status quo), but that there aren't any inherited magic bloodlines to create an hereditary magocracy. Combine magical rarity with a tendency not to rock the boat and you can logically explain why magic has not had a profound effect on the world. Historically, it isn't until the development of modern capitalism in the 18th century that you have an elite that is interested in upsetting the status quo through innovation. The frequent observations that the misery of common folk was "the way it has always been" are right on the mark.

At the same time, those who have magical gifts are almost automatically caught up in the plots of the powerful. So you can have challenging opponents to battle in realms far beyon the notice of plodding commoners.

Boyoboy is this conversation fun.
 

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