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General Tabletop Discussion
*Pathfinder & Starfinder
more 'realistic'/ extremely low magic campaign?
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<blockquote data-quote="Nifft" data-source="post: 903297" data-attributes="member: 6562"><p>In a low-magic world, I'd imagine that most threats would be from classed character races or other low-CR humanoids with levels.</p><p></p><p>Personally, I don't like the way that "D&D Demographics" interoperates with the normal D&D magic level... but I changed the other side of it, the demographics.</p><p></p><p>IMC, natural life expectancy is similar to modern life expectancy. However, there are a LOT of monsters which like eating people, and enough people die in "unrecoverable" ways to keep the good human(oid) population low.</p><p></p><p>With a small starting population, it's easier to threaten whole communities -- and that's a real threat, because "it takes a village to Raise a child". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In terms of level distribution, a dangerous D&D world has few (surviving) Commoners. They just aren't viable. My world has Apprentices being people of level 1-3, Journeymen being of level 4-9, Masters being of level 10-14, High Masters of level 15-17, and Legendary people of level 18-20. Every community has a Master or two, and every city has many Masters and a few High Masters. Important cities have Legendary people. Most citizens are Journeymen.</p><p></p><p>The two NPC classes I kept are the Expert and the Aristocrat. Most "worker" NPCs have Expert levels, but also use PC class levels to boost their effectiveness. In a farming community, most farmers have at least one level of Druid, and there are always a couple of Druids high enough level to cast Stone Shape and Plant Growth. Communities without such a resource just aren't viable.</p><p></p><p>Everyone is in the militia. Everyone has had some combat training. Communities survive because they are NOT threatened by hordes of 1st level goblin Rogues.</p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 903297, member: 6562"] In a low-magic world, I'd imagine that most threats would be from classed character races or other low-CR humanoids with levels. Personally, I don't like the way that "D&D Demographics" interoperates with the normal D&D magic level... but I changed the other side of it, the demographics. IMC, natural life expectancy is similar to modern life expectancy. However, there are a LOT of monsters which like eating people, and enough people die in "unrecoverable" ways to keep the good human(oid) population low. With a small starting population, it's easier to threaten whole communities -- and that's a real threat, because "it takes a village to Raise a child". ;) In terms of level distribution, a dangerous D&D world has few (surviving) Commoners. They just aren't viable. My world has Apprentices being people of level 1-3, Journeymen being of level 4-9, Masters being of level 10-14, High Masters of level 15-17, and Legendary people of level 18-20. Every community has a Master or two, and every city has many Masters and a few High Masters. Important cities have Legendary people. Most citizens are Journeymen. The two NPC classes I kept are the Expert and the Aristocrat. Most "worker" NPCs have Expert levels, but also use PC class levels to boost their effectiveness. In a farming community, most farmers have at least one level of Druid, and there are always a couple of Druids high enough level to cast Stone Shape and Plant Growth. Communities without such a resource just aren't viable. Everyone is in the militia. Everyone has had some combat training. Communities survive because they are NOT threatened by hordes of 1st level goblin Rogues. -- Nifft [/QUOTE]
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*Pathfinder & Starfinder
more 'realistic'/ extremely low magic campaign?
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