Reynard
aka Ian Eller
Those don't seem mutually exclusive.Campaign dependent. Ultimately, that isn't something you derive from other factors; how you choose to display this is a strong tool to demonstrate exactly how magic works in your setting.
Those don't seem mutually exclusive.Campaign dependent. Ultimately, that isn't something you derive from other factors; how you choose to display this is a strong tool to demonstrate exactly how magic works in your setting.
Not sure what you mean. How high or low level magic is in a setting is ultimately a world-building decision. You use that to determine how you play the monsters.Those don't seem mutually exclusive.
The magic system in D&D is built and set up from a game perspective for a small group of adventurers. The system is not designed with plausibility in the game world from a narrative perspective.
In other words... the game does not work as a simulation for military conflicts within a living, breathing world. If it did... if the living, breathing world was known to have spellcasters within armies that could throw Fireballs up to 150 feet at opposing forces each and every round for several rounds at a time... the living, breathing world would have already done the magical research necessary to defend said forces from those spells at an applicable spell level-- probably via larger 'protection from energy' type umbrellas or shield defenses.
The game does not include these types of defensive military combat spells because the assumption is the small group of adventurers will protect themselves via magic items or individualize protection spells. But to think that a magical military world would not do the requisite R&D necessary to protect thousands of foot soldiers from conflagration due to the rain of dozens of fireballs every round is silly.
It's the same exact reason why medieval city and castle construction would never have actually proliferated in any magical D&D type world the way we play it. When elementals, giants, rocs, dragons etc. etc. etc. can all walk over, walk through, fly over, or out-and-out destroy walls and stonework with ease... no society would ever build or defend their cities or residences in the way real-world medieval society did. Everything would be magically generated and built and protected to withstand oversized kaiju creatures or spellcasters who are able to shape/destroy the defenses we take for granted in the real-world.
What I meant us you CAN derive the answers from what's in the books and use that to inform your world building.Not sure what you mean. How high or low level magic is in a setting is ultimately a world-building decision. You use that to determine how you play the monsters.
What you're really trying to determine here is how widespread magic is in the setting, and if the knowledge of its working is something that even uncivilized creatures would understand how to counter.
Ahh, my apologies. That's completely orthogonal to my interests so I'll leave you to it.What I meant us you CAN derive the answers from what's in the books and use that to inform your world building.
So like "Game of Thrones" level of the fantastical? (just asking for clarity)I don't usually have so many spellcasters in the setting that anyone would take them into account.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.