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D&D (2024) No NPC Magic in PCs Homebase

As an aside, you could have the captain be the only permanent individual stationed at the village, with the ability to send word to a nearby larger community or central area to request additional forces in times of troubles. Additionally, there might be roving guardsmen (kind of like Texas Rangers) who make rounds to nearby villages to aid the local constable on a monthly basis or the like - it might make criminals think twice about causing problems as one never quite knows when the extra guards might be in town.

Similar could be done for wandering spellcasters - most likely a low-level bard or cleric, I'd think a wandering wizard (like Gandalf) might be fairly rare.
 

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Anyone see any problem with denying these PCs magic in the first few levels?
All I asked was if not giving the PCs access to magic at 1st level would be a problem. Somehow this conversation has become about the demographics of the village and real-world comparisons in a fantasy game. Should there be a standing guard or not is irrelevant to my question. Regardless, the DMG24 gives very little guidance on creating a settlement, up to 500 people isn't very helpful and not including the population of the Villages of Ery description in the Greyhawk section doesnt help matters.
 

Why would someone play a wizard if they don't know they can't cast spells for 3 levels?
Don't know where you came up with this assumption. I was referring to getting NPC spellcasting. It would be ridiculous to tell a player that their wizard can't cast spells until 3rd level
 

All I asked was if not giving the PCs access to magic at 1st level would be a problem. Somehow this conversation has become about the demographics of the village and real-world comparisons in a fantasy game. Should there be a standing guard or not is irrelevant to my question. Regardless, the DMG24 gives very little guidance on creating a settlement, up to 500 people isn't very helpful and not including the population of the Villages of Ery description in the Greyhawk section doesnt help matters.
I would strongly look outside WotC, and particularly at the OSR, for guidance on creating a settlement. My first recommendation would be the Without Number series of games by Kevin Crawford, IMO one of if not the best sources of top-notch system-neutral advice and rules for worldbuilding.
 

Don't know where you came up with this assumption. I was referring to getting NPC spellcasting. It would be ridiculous to tell a player that their wizard can't cast spells until 3rd level
Which is why I suggested multi-classing a few pages back.
 


I would strongly look outside WotC, and particularly at the OSR, for guidance on creating a settlement. My first recommendation would be the Without Number series of games by Kevin Crawford, IMO one of if not the best sources of top-notch system-neutral advice and rules for worldbuilding.
I'll look into this.

At this point I'm not necessarily looking to create something super realistic or extremely detailed. I just wanted something to start with that is small enough to manage and build upon but give them something to explore before the actual adventure starts. I plan to expand as we play and in between sessions. I can always modify on the fly if need be. I'm sure the players aren't going to take a head count as soon as they enter the village and most likely won't run into any law enforcement or guards unless they do something stupid.
 

Which is why I suggested multi-classing a few pages back.
Right now were just planning to play a few sessions and decide whether we want to continue playing the 2024 version. As none of the players created any multiclass characters and haven't expressed any interest not sure if I will allow them or not. We just used the basic free rules on D&DB to create characters, so the options were rather limited.
 

I'll look into this.

At this point I'm not necessarily looking to create something super realistic or extremely detailed. I just wanted something to start with that is small enough to manage and build upon but give them something to explore before the actual adventure starts. I plan to expand as we play and in between sessions. I can always modify on the fly if need be. I'm sure the players aren't going to take a head count as soon as they enter the village and most likely won't run into any law enforcement or guards unless they do something stupid.
The system the WN series uses can be quite general, so I wouldn't worry about accidentally falling into too much detail. Plus, all the existing WN games have a free version containing what you need on DriveThruRPG.
 

Right now were just planning to play a few sessions and decide whether we want to continue playing the 2024 version. As none of the players created any multiclass characters and haven't expressed any interest not sure if I will allow them or not. We just used the basic free rules on D&DB to create characters, so the options were rather limited.
Fair enough, though in that case you pretty much will be stuck with a gang of high-magic PCs in all likelihood. That's the D&D 5e default, and 5.5 only made it stronger.
 

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