kamosa
Explorer
Brother MacLaren said:See, that's why I find the full consequences of a high-magic world just impossible to really wrap my brain around. I can come up with a few hundred examples like that one of what the effect would be and how it would impact economics and culture, but only a few hundred. There are so many impacts that I'd be missing. Like, with 3.0 polymorph (er, one of their many versions), I figured that the evil hobgoblin empire would have polymorphed as many of their warriors as possible into stone giants. But since I wanted their forces to be hobgoblins, not a stone giants with hobgoblin HP, I had to think of some reason why they wouldn't have done that. Hard to do, when the stone giant option is so effective.
That said, while my preference for trying to design or play in an internally consistent world is rarer-than-normal magic, I can also say "Let's just not worry about it" and play in an admittedly inconsistent world in which magic is common and yet the world still looks vaguely medievalish and in which most people are still farmers.
That's cool. I guess in my mind there are so many inconsistancies in fantasy that spending time or effort to try to get rid of all of them is a exorcise in futility. When I think of "hobgoblin" like situations, where there is an obvious munchkin tactic, I guess I try to look at how a society would react to those tactics. Would the warriors allow themselves to be changed into another species? Would the new stone giants form a revolt against the weaker king? For that matter, would the families of those hoboblin warriors rise up against a leader that was destroying their community in that fashion?
My last campaign was a merchant campaign. The characters worked for a powerful trading house as a special forces unit that "solved" corporate problems. One of the key issues brought up was teleport and how this would effect trade. IE, with teleport, would you even have ships and caravans and the like. At that time, in the real world, the dock workers on the west coast were engauged in a slow down to protest technology that they percieved would threaten their job. So, taking a cue from this, I ruled that the key ports had passed bans on teleportation of goods into a cities as a protective measure for their dock workers. Sure, there was smuggling, but most of the powerful houses went along with the ban because they wanted to be on the up and up with these towns.
Cheesy? yes. arbitrary? yes. But it added a lot of flavor to the game, didn't nerf the spell and dealt with a lot of the consistancy issues on this and other similar problems. Players understood that the mundains of the world were fearful of magic and didn't want to be overrun by a few nerds with wands. I always hinted that these rules had been put in place with some violence that the powerful had lost. Real french revolution stuff.
When you mentioned the Gorgon bleeding example, I had in my head a wonderfully evil encounter where the party is trying to knock out a gorgon without hurting it, then transporting it to some secure location, then trying to explain to the authorities what happened when it accidently breathed on the shop keeper.
One man's headache is another man's adventure idea.