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Lore Questions About Spelljamming Uses of Magic, Cosmology, Metaphysics
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<blockquote data-quote="Aelryinth" data-source="post: 7911231" data-attributes="member: 10515"><p>Okay, part of the problem here is that this is a Spelljammer discussion, which moves us to the common element of 1-3e, where SPelljammer exists. Eberron is also fundamentally and originally a 3e world.</p><p>Money and equipmentwise, eberron and the other worlds all use the same price lists, and the same wealth by level. It's all part of the rules. They have no advantage whatsoever in equipping anyone. Magewrights exist to make magitech to increase the standard of living, and have absolutely no macro influence on WBL and what can and cannot be given to your soldiers. If you are going to start claiming that Eberron can make things that Faerun cannot, the obverse also applies. Faerun has a far, far deeper magical heritage then Eberron can imagine, and again, Archcasters all over the damn place.</p><p></p><p>Look up the area of effects for Transmute Rock to Mud and Cloudkill in prior Editions. They are freaking massive, and Cloudkill moves at 30 there, not 10. If you are trying to hold a position, you are dead. It instantly kills anything of 4 HD or less, 5-6 HD saves at -4, 7-8 at normal, and 9+ are immune. So the archcaster can fill the area around him with death and be completely immune to it.</p><p>Oh, and then Widen it to double all the dimensions, too. And make it invisible, potentially.</p><p></p><p>Here's the stats for a Warforged Titan: <a href="http://eberronunlimited.wikidot.com/warforged-titan" target="_blank">Warforged Titan - Eberron Unlimited</a></p><p></p><p>Here's Elemental Swarm: <a href="https://www.d20srd.org/srd/spells/elementalSwarm.htm" target="_blank">Elemental Swarm :: d20srd.org</a></p><p></p><p>Here's the elementals: <a href="https://www.d20srd.org/srd/monsters/elemental.htm#earthElemental" target="_blank">Elemental :: d20srd.org</a></p><p> </p><p>A huge elemental will slaughter a warforged titan, and a Greater Elemental will kill multiples of them. If a Titan dies, you are out massive amounts of resources used to make it. If an Elemental dies... the archcaster casts the spell again.</p><p></p><p>a Lightning BOlt has a range of Long. It can rip a 10' line 1200 feet long through a formation.</p><p>Greater Lightning Storm can call down literally dozens of bolts over time onto a scattered formation, completely disrupting any unit cohesion.</p><p>Summon Monster VI+ can Summon tons of low level monsters right on top of you.</p><p>That save to avoid Wail of the Banshee is likely to be a 29. A soldier might have a 5% chance of saving against it.</p><p>A Meteor Swarm can take out half an acre, which means the core of your elite troops, or your command center, from 400 yards away or up in the air.</p><p>A Gate spell could bring in a Planetar, another 17th level caster.</p><p>Holy Word spells will instantly kill anyone of the wrong alignment and half the level or less nearby.</p><p></p><p>Those are just AoE's. An archcaster's ability to take out single, expensive targets is naturally much higher. One disintegrate spell can take out a Warforged Titan. A rain of fireballs and lightning bolts, or Just Call Lightning, from up in the sky will obliterate your artillery. Command of the weather will drown your troops in water and mud and leave them unable to go anywhere. Call in demons or the like to spread disease among your troops. Charm their commanders to give them the wrong orders.</p><p></p><p>I am not an Intellect 30 Archmage. Such beingsa re Not Dumb. Low level people have no way of dealing with everything an archcaster can bring to the table repeatedly.</p><p>The game is not the real world. In the real world, you shoot somebody, anybody, they can die instantly. In D&D, you can empty the entire clip into a high level character, and they'll just look at you funny. The combination of HP and AC is basically untouchable in the game we are talking about.</p><p></p><p>Now, if you want to go 5e... they reined in things a lot. But 5e is not the game of SPelljammer, nor the game Eberron was designed as. The bounded accuracy is not a thing. High level existences can kill armies on their own, bring down nations and kings.</p><p>Iuz doesn't move from his capitol because that's where he's strong and his defenses are. If he moves outside it, his enemies could act, and take him out. Those high level foes can't act freely either, because if they get distracted, Iuz could do something.</p><p>High levels constrain high levels. Eberron does not have those high level characters. It's part of the canon, the very design of the setting, that it NOT have them. It's the PC's who will end up being those high level characters, there's no Elminister to pull the world's fat out of the fire.</p><p>Faerun, on the other hand, is overflowing with archcasters, and is a setting for high level characters and high magic. Eberron is not its equal in raw power, and it is DESIGNED to be that way.</p><p></p><p>Yeah, you can buy a better pair of shoes and take the lightning rail. But that doesn't make you tougher or more deadly.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 7911231, member: 10515"] Okay, part of the problem here is that this is a Spelljammer discussion, which moves us to the common element of 1-3e, where SPelljammer exists. Eberron is also fundamentally and originally a 3e world. Money and equipmentwise, eberron and the other worlds all use the same price lists, and the same wealth by level. It's all part of the rules. They have no advantage whatsoever in equipping anyone. Magewrights exist to make magitech to increase the standard of living, and have absolutely no macro influence on WBL and what can and cannot be given to your soldiers. If you are going to start claiming that Eberron can make things that Faerun cannot, the obverse also applies. Faerun has a far, far deeper magical heritage then Eberron can imagine, and again, Archcasters all over the damn place. Look up the area of effects for Transmute Rock to Mud and Cloudkill in prior Editions. They are freaking massive, and Cloudkill moves at 30 there, not 10. If you are trying to hold a position, you are dead. It instantly kills anything of 4 HD or less, 5-6 HD saves at -4, 7-8 at normal, and 9+ are immune. So the archcaster can fill the area around him with death and be completely immune to it. Oh, and then Widen it to double all the dimensions, too. And make it invisible, potentially. Here's the stats for a Warforged Titan: [URL="http://eberronunlimited.wikidot.com/warforged-titan"]Warforged Titan - Eberron Unlimited[/URL] Here's Elemental Swarm: [URL="https://www.d20srd.org/srd/spells/elementalSwarm.htm"]Elemental Swarm :: d20srd.org[/URL] Here's the elementals: [URL="https://www.d20srd.org/srd/monsters/elemental.htm#earthElemental"]Elemental :: d20srd.org[/URL] A huge elemental will slaughter a warforged titan, and a Greater Elemental will kill multiples of them. If a Titan dies, you are out massive amounts of resources used to make it. If an Elemental dies... the archcaster casts the spell again. a Lightning BOlt has a range of Long. It can rip a 10' line 1200 feet long through a formation. Greater Lightning Storm can call down literally dozens of bolts over time onto a scattered formation, completely disrupting any unit cohesion. Summon Monster VI+ can Summon tons of low level monsters right on top of you. That save to avoid Wail of the Banshee is likely to be a 29. A soldier might have a 5% chance of saving against it. A Meteor Swarm can take out half an acre, which means the core of your elite troops, or your command center, from 400 yards away or up in the air. A Gate spell could bring in a Planetar, another 17th level caster. Holy Word spells will instantly kill anyone of the wrong alignment and half the level or less nearby. Those are just AoE's. An archcaster's ability to take out single, expensive targets is naturally much higher. One disintegrate spell can take out a Warforged Titan. A rain of fireballs and lightning bolts, or Just Call Lightning, from up in the sky will obliterate your artillery. Command of the weather will drown your troops in water and mud and leave them unable to go anywhere. Call in demons or the like to spread disease among your troops. Charm their commanders to give them the wrong orders. I am not an Intellect 30 Archmage. Such beingsa re Not Dumb. Low level people have no way of dealing with everything an archcaster can bring to the table repeatedly. The game is not the real world. In the real world, you shoot somebody, anybody, they can die instantly. In D&D, you can empty the entire clip into a high level character, and they'll just look at you funny. The combination of HP and AC is basically untouchable in the game we are talking about. Now, if you want to go 5e... they reined in things a lot. But 5e is not the game of SPelljammer, nor the game Eberron was designed as. The bounded accuracy is not a thing. High level existences can kill armies on their own, bring down nations and kings. Iuz doesn't move from his capitol because that's where he's strong and his defenses are. If he moves outside it, his enemies could act, and take him out. Those high level foes can't act freely either, because if they get distracted, Iuz could do something. High levels constrain high levels. Eberron does not have those high level characters. It's part of the canon, the very design of the setting, that it NOT have them. It's the PC's who will end up being those high level characters, there's no Elminister to pull the world's fat out of the fire. Faerun, on the other hand, is overflowing with archcasters, and is a setting for high level characters and high magic. Eberron is not its equal in raw power, and it is DESIGNED to be that way. Yeah, you can buy a better pair of shoes and take the lightning rail. But that doesn't make you tougher or more deadly. [/QUOTE]
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