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<blockquote data-quote="tzor" data-source="post: 1130126" data-attributes="member: 12826"><p>My first thought would be to simply say "Any way you want." But if you want the flavor of Medieval Europe (more or less) and are willing to fudge a little on historical accuracy you can get quite a lot of the standard D&D faire into a Medieval setting.</p><p></p><p>I'll answer the questions in reverse order, because the way I answer the last question has an impact on the first. In the Medieval Europe model there is one religion that is official in Europe. Outside Europe this isn't the case, and there are always "heresies" (in other words other churches) that rise and fall in the mean time. I would generally allow all the classes, with the following provisions.</p><p></p><p>The Church considers arcane magic the work of the evil one. (Although some do argue the difference between "white" and "black" magic ... not everyone is in absolute agreement on anything.) Wizards, sorcerers, etc. tend to form "secret" societies, or are closely associated with the "heathens." Bards tend to not emphsize their spells and are generally only mildly disappoved by the church.</p><p></p><p>The Church considers divine magic as special gifts from God ... one that should be used only sparingly and only for important causes, mostly for use in liturgical celebrations.</p><p></p><p>Other classes would be normal. Well as normal as you would normally expect.</p><p></p><p>Races? Medieval Europe still has vast unexplored areas. Dwarves and elves can easily be found there, so can gnomes and orcs. For the most part, these races avoid humans whenever possible, and disguise themselves whenever they encounter the human menace. Half orcs, on the other hand, are just ugly humans. <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><p></p><p>Magic? Well if wizards tend to be secret societies, then magic items would be difficult to come by because they would be made and traded in secret.</p></blockquote><p></p>
[QUOTE="tzor, post: 1130126, member: 12826"] My first thought would be to simply say "Any way you want." But if you want the flavor of Medieval Europe (more or less) and are willing to fudge a little on historical accuracy you can get quite a lot of the standard D&D faire into a Medieval setting. I'll answer the questions in reverse order, because the way I answer the last question has an impact on the first. In the Medieval Europe model there is one religion that is official in Europe. Outside Europe this isn't the case, and there are always "heresies" (in other words other churches) that rise and fall in the mean time. I would generally allow all the classes, with the following provisions. The Church considers arcane magic the work of the evil one. (Although some do argue the difference between "white" and "black" magic ... not everyone is in absolute agreement on anything.) Wizards, sorcerers, etc. tend to form "secret" societies, or are closely associated with the "heathens." Bards tend to not emphsize their spells and are generally only mildly disappoved by the church. The Church considers divine magic as special gifts from God ... one that should be used only sparingly and only for important causes, mostly for use in liturgical celebrations. Other classes would be normal. Well as normal as you would normally expect. Races? Medieval Europe still has vast unexplored areas. Dwarves and elves can easily be found there, so can gnomes and orcs. For the most part, these races avoid humans whenever possible, and disguise themselves whenever they encounter the human menace. Half orcs, on the other hand, are just ugly humans. :D Magic? Well if wizards tend to be secret societies, then magic items would be difficult to come by because they would be made and traded in secret. [/QUOTE]
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