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Should Castles Even Exist?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 1100528" data-attributes="member: 7177"><p>Medieval demographics and a medieval society work with D&D magic as long as you assume that high-level characters are fairly rare. But once you assume the opposite, all that goes out of the window.</p><p></p><p>And of course, exploring how a world with high-level D&D magic would <em>really</em> look like was one of my motivations for creating <a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">Urbis</a>...</p><p></p><p>In this world, castles don't really exist as modern fortifications anymore. There are some border outposts that might resemble them somewhat, but they aren't designed for lengthy sieges - just as a base from where you can send your grunts to combat zones, just like military bases today (which also aren't designed for sieges).</p><p></p><p>City defenses are centered on <a href="http://juergen.the-huberts.net/dnd/urbis/nexus_towers.html" target="_blank">Nexus Towers</a> - magical constructs that enable even relatively low-level spellcasters to cast epic spells. Any large hostile army appearing on the horizon is simply going to be toast.</p><p></p><p>Instead, when you try to conquer a city-state or other strategic location, you send in high-level "special ops" to take out key defenses - fortifications, Nexus Towers, or high-level or politically important NPCs. If you cann pull that off, <em>then</em> you can send in your low-level grunts. You don't expect them to fight high-level enemies or dangerous monsters on their own and win. Instead they are there to "pacify" the area and cow the normal population.</p><p></p><p>And if a patrol or two goes missing in a certain area... Well, then you know to send in your specialists to investigate.</p><p></p><p>I've written a short essay on various forms of warfare in Urbis, which you can find <a href="http://juergen.the-huberts.net/dnd/urbis/great_game.html" target="_blank">here</a> - most of it should be applicable to most D&D worlds with lots of magic...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1100528, member: 7177"] Medieval demographics and a medieval society work with D&D magic as long as you assume that high-level characters are fairly rare. But once you assume the opposite, all that goes out of the window. And of course, exploring how a world with high-level D&D magic would [i]really[/i] look like was one of my motivations for creating [URL=http://juergen.the-huberts.net/dnd/urbis/index.html]Urbis[/URL]... In this world, castles don't really exist as modern fortifications anymore. There are some border outposts that might resemble them somewhat, but they aren't designed for lengthy sieges - just as a base from where you can send your grunts to combat zones, just like military bases today (which also aren't designed for sieges). City defenses are centered on [URL=http://juergen.the-huberts.net/dnd/urbis/nexus_towers.html]Nexus Towers[/URL] - magical constructs that enable even relatively low-level spellcasters to cast epic spells. Any large hostile army appearing on the horizon is simply going to be toast. Instead, when you try to conquer a city-state or other strategic location, you send in high-level "special ops" to take out key defenses - fortifications, Nexus Towers, or high-level or politically important NPCs. If you cann pull that off, [i]then[/i] you can send in your low-level grunts. You don't expect them to fight high-level enemies or dangerous monsters on their own and win. Instead they are there to "pacify" the area and cow the normal population. And if a patrol or two goes missing in a certain area... Well, then you know to send in your specialists to investigate. I've written a short essay on various forms of warfare in Urbis, which you can find [URL=http://juergen.the-huberts.net/dnd/urbis/great_game.html]here[/URL] - most of it should be applicable to most D&D worlds with lots of magic... [/QUOTE]
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