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How on Earth do you have a tightly controlled D&D world with normal magic (Long)
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<blockquote data-quote="Ace" data-source="post: 709075" data-attributes="member: 944"><p>Also what makes you think that the land based economics of fuedalism make any sense in a D&D world</p><p></p><p>D&D worlds can produce much much more wealth than a real world society could ever hope to.</p><p></p><p>Summoned Elementals</p><p>Move Earth</p><p>Disintegrate</p><p>Plant Growth</p><p>Continual Light (work all night )</p><p>Zombie Labor</p><p>Charmed Monsters</p><p>Guidance Spell (+5% on any task) </p><p>Control Weather</p><p>Cure Light (no more work related injuries) </p><p></p><p>The power of magic is incredible and will change the world in ways that make a medieval system untenable in much the same way as the industrial revolution did IRL</p><p></p><p>With cure disease spells, cure wounds, and purify food and drink it means much less disease and injury and that means vastly increased population. Vastly</p><p></p><p>Do you think a diety of healing is going to say "Let them suffer?" I don't. </p><p></p><p>Make items that cure disease or create food at will and distrubute them. Sure they are 30000GP each (like a +4 weapon) but it negates disease for a whole community (or feeds hundreds or thousands). Anyway it will do more to help people than 1 or 2 swords ever would </p><p></p><p>After all the Romans had a crude welfare system, the feudal folk had alms, the celts had community hospitals-- this just cuts the resource intensive parts out</p><p></p><p> I just don't see any reason that magic wouldn't quickly be harnesed for the common good. </p><p></p><p>Oh there might be societys in which the magic is used to prop up the ruling class and the ruling class alone but those societys would be terribly vulverable compared to an imperial model or another model</p><p></p><p>Ok the king and his champions go out to fight the imperial legions. </p><p></p><p>A fuedal army versus an imperial army means fighting class is destroyed as versus the loss of replacable soldiers ---rather one sided </p><p></p><p>Also an imperial society can just recruit more troop, no so easy when your troop are the ruling class</p><p></p><p>Now if the spell casters are the rulers you have a thaumatocracy or a theocracy not fuedalism</p><p></p><p>And if the there actually is rule by divine right, hey that will work... As was mentioned here You get Birthright (although it technically is lower in magic than standard D&D) </p><p></p><p>I was talking secular fuedalism after all, not one really backed up by gods</p></blockquote><p></p>
[QUOTE="Ace, post: 709075, member: 944"] Also what makes you think that the land based economics of fuedalism make any sense in a D&D world D&D worlds can produce much much more wealth than a real world society could ever hope to. Summoned Elementals Move Earth Disintegrate Plant Growth Continual Light (work all night ) Zombie Labor Charmed Monsters Guidance Spell (+5% on any task) Control Weather Cure Light (no more work related injuries) The power of magic is incredible and will change the world in ways that make a medieval system untenable in much the same way as the industrial revolution did IRL With cure disease spells, cure wounds, and purify food and drink it means much less disease and injury and that means vastly increased population. Vastly Do you think a diety of healing is going to say "Let them suffer?" I don't. Make items that cure disease or create food at will and distrubute them. Sure they are 30000GP each (like a +4 weapon) but it negates disease for a whole community (or feeds hundreds or thousands). Anyway it will do more to help people than 1 or 2 swords ever would After all the Romans had a crude welfare system, the feudal folk had alms, the celts had community hospitals-- this just cuts the resource intensive parts out I just don't see any reason that magic wouldn't quickly be harnesed for the common good. Oh there might be societys in which the magic is used to prop up the ruling class and the ruling class alone but those societys would be terribly vulverable compared to an imperial model or another model Ok the king and his champions go out to fight the imperial legions. A fuedal army versus an imperial army means fighting class is destroyed as versus the loss of replacable soldiers ---rather one sided Also an imperial society can just recruit more troop, no so easy when your troop are the ruling class Now if the spell casters are the rulers you have a thaumatocracy or a theocracy not fuedalism And if the there actually is rule by divine right, hey that will work... As was mentioned here You get Birthright (although it technically is lower in magic than standard D&D) I was talking secular fuedalism after all, not one really backed up by gods [/QUOTE]
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