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<blockquote data-quote="Umbran" data-source="post: 206381" data-attributes="member: 177"><p><strong>Re: Re: Re: why does grim and gritty imply low magic?</strong></p><p></p><p></p><p></p><p>Lots of people say this, but they usually don't check out the numbers before they do so. It isn't as true as you might think.</p><p></p><p>Let us consider the demographics given in the DMG, and a city of 25,000 or more people. By the DMG demographic, there will be 28 clerics capable of casting the third level spell <em>Remove Disease</em>. On average, probably half of those are not of the proper alignment or ethos or personal temperament to spend their 3rd level spells curing the populace. </p><p></p><p>So, following the basic pattern outlined in the DMG, I estimate the remaining clerics can cast the spell 44 times a day, total. In a city of 25,000 people, only 44 can be cured each day. In an influenza epidemic, where hundreds catch the disease each day, and may be dead in a week if they don't recieve help, the clerics aren't going to stop the problem. They can only cure 300 people a week. A real epidemic is beyond their control.</p><p></p><p>And, here's the clincher - Remove Disease speciifcally states that it doesn't stop the patient from becoming re-infected. So, in this epidemic laden city, if the cured don't leave, they're likely to need the cleric's services more than once!</p><p></p><p>So, what happens when the epidemic hits? There are 8,000 sick people, who may be dead in a week if not cured, and only 300 can be saved? You work out how grim and gritty this city becomes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, while the availability of Remove Disease is great for an individual or adventurer on a normal workday, it won't stop the really bad problems. Especially in a world where the DM likes Darwinian evolution, and realizes that the ability to cure the diesease quickly favors highly virulent strains <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Oh, also, what else is going on while the nice clerics are curing and handling crowds they cannot serve? Well, the not so nice clerics are having a bit of an unchecked field day, now aren't they? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Umbran, post: 206381, member: 177"] [b]Re: Re: Re: why does grim and gritty imply low magic?[/b] Lots of people say this, but they usually don't check out the numbers before they do so. It isn't as true as you might think. Let us consider the demographics given in the DMG, and a city of 25,000 or more people. By the DMG demographic, there will be 28 clerics capable of casting the third level spell [i]Remove Disease[/i]. On average, probably half of those are not of the proper alignment or ethos or personal temperament to spend their 3rd level spells curing the populace. So, following the basic pattern outlined in the DMG, I estimate the remaining clerics can cast the spell 44 times a day, total. In a city of 25,000 people, only 44 can be cured each day. In an influenza epidemic, where hundreds catch the disease each day, and may be dead in a week if they don't recieve help, the clerics aren't going to stop the problem. They can only cure 300 people a week. A real epidemic is beyond their control. And, here's the clincher - Remove Disease speciifcally states that it doesn't stop the patient from becoming re-infected. So, in this epidemic laden city, if the cured don't leave, they're likely to need the cleric's services more than once! So, what happens when the epidemic hits? There are 8,000 sick people, who may be dead in a week if not cured, and only 300 can be saved? You work out how grim and gritty this city becomes :) So, while the availability of Remove Disease is great for an individual or adventurer on a normal workday, it won't stop the really bad problems. Especially in a world where the DM likes Darwinian evolution, and realizes that the ability to cure the diesease quickly favors highly virulent strains :) Oh, also, what else is going on while the nice clerics are curing and handling crowds they cannot serve? Well, the not so nice clerics are having a bit of an unchecked field day, now aren't they? :D [/QUOTE]
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