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<blockquote data-quote="Ace" data-source="post: 2131176" data-attributes="member: 944"><p>I should talk about my game world Midrea -- </p><p></p><p>It is designed around the basic idea that the D&D magic and monster system is real --</p><p>with two exceptions -- Teleport is dangerous and rarely used -- Resserection is also rare because if the soul doesn't choose to come back a passing spirirt or demon may take the body.Beyond that all as is in D&D </p><p></p><p>#1 Human life has very little value -- Since everyone knows there is life after death and most wounds can be healed with a touch (and any devout person with slightly above average willpower and a little faith can learn healing spells or have sorcery talent or inate magic) wounds are injury are ignored and thought little off FREX Evil clerics often serve as torturers and can keep captives alive a long long time SHUDDER </p><p></p><p>#2 Cities are brutal -- most cities have harsh laws just to maintain order -- public torture until breaking is routine in evil areas -- good areas (rare) use exile or petrfication </p><p></p><p>#3 Weapons are everywhere -- with monsters that can kill a squad of soldiers being quite common everyone is armed almost all the time </p><p></p><p>#4 Large scale war is pretty rare -- the more stressed a society is the stronger its mages and warriors are --pressing some small tribe to the brink of extinction will only make them stronger and may meet with Epic retaliation </p><p></p><p>#5 Warfare is usally to the death -- since most injuries can be treated in a few minutes and exhaustion and fatigue dispelled with simple magics (as can morale issues) the only effective way to gain and edge over someone is to kill more of them than of you -- This means big casulty counts </p><p></p><p>#6 Formation tactics are rare -- There is no point in bunching up for average soldiers (l3 IMC) -- the 18-21 HP they have will not help them when the fireballs fly -- 2 Typical 6d fireballs instakill everyone in a 20foot radius -- high level types (with hordes of countermagic) may form a shield wall as may a pile of low level types in a riot situation but in warfare they rarely do</p><p></p><p>#7 Cav Tactics arent't worth much either -- between Horsekiller Spells (campaign specific to my world published in d20 weekly) and the many other battlefiled nasties a heavy warhorse with its 19HP and requiring mondo training and expense is a liability.Cav is used for occasional scouting or hobilar style mobility </p><p></p><p>#8 Archers are only medoicre effective -- bunching archers up for an arrowstorm just doesn't work -- archers are always used in ad hoc monster defense or skirmishes </p><p></p><p>#9 Most fighting is short nasty and violent raiding --It is not large enough to provoke all out war but is large enough for some gain. The rare big war comes against monster armies and the like </p><p></p><p>#10 Borders are fairly static (except in one area) </p><p></p><p>#11 Violent Death is very common -- while dying of disease is pretty rare (do to good cleric healing the sick) dying in a fight or by monster attack is fairly common -- suicide is also not unknown -- since the penalties are often harsh many folks carry an alchemical suicide pill to avoid capture -- this method is quicker than a knife and can often be swallowed before someone is held -- The alchemical nature of the poison means it can act before a neutralize poison can be cast in most cases </p><p></p><p>#12 On the good side famine is pretty rare do to magically enhanced crop yields and good clerics pressure (no food for the poor no healing for you) </p><p></p><p>In short Midrea is nasty</p></blockquote><p></p>
[QUOTE="Ace, post: 2131176, member: 944"] I should talk about my game world Midrea -- It is designed around the basic idea that the D&D magic and monster system is real -- with two exceptions -- Teleport is dangerous and rarely used -- Resserection is also rare because if the soul doesn't choose to come back a passing spirirt or demon may take the body.Beyond that all as is in D&D #1 Human life has very little value -- Since everyone knows there is life after death and most wounds can be healed with a touch (and any devout person with slightly above average willpower and a little faith can learn healing spells or have sorcery talent or inate magic) wounds are injury are ignored and thought little off FREX Evil clerics often serve as torturers and can keep captives alive a long long time SHUDDER #2 Cities are brutal -- most cities have harsh laws just to maintain order -- public torture until breaking is routine in evil areas -- good areas (rare) use exile or petrfication #3 Weapons are everywhere -- with monsters that can kill a squad of soldiers being quite common everyone is armed almost all the time #4 Large scale war is pretty rare -- the more stressed a society is the stronger its mages and warriors are --pressing some small tribe to the brink of extinction will only make them stronger and may meet with Epic retaliation #5 Warfare is usally to the death -- since most injuries can be treated in a few minutes and exhaustion and fatigue dispelled with simple magics (as can morale issues) the only effective way to gain and edge over someone is to kill more of them than of you -- This means big casulty counts #6 Formation tactics are rare -- There is no point in bunching up for average soldiers (l3 IMC) -- the 18-21 HP they have will not help them when the fireballs fly -- 2 Typical 6d fireballs instakill everyone in a 20foot radius -- high level types (with hordes of countermagic) may form a shield wall as may a pile of low level types in a riot situation but in warfare they rarely do #7 Cav Tactics arent't worth much either -- between Horsekiller Spells (campaign specific to my world published in d20 weekly) and the many other battlefiled nasties a heavy warhorse with its 19HP and requiring mondo training and expense is a liability.Cav is used for occasional scouting or hobilar style mobility #8 Archers are only medoicre effective -- bunching archers up for an arrowstorm just doesn't work -- archers are always used in ad hoc monster defense or skirmishes #9 Most fighting is short nasty and violent raiding --It is not large enough to provoke all out war but is large enough for some gain. The rare big war comes against monster armies and the like #10 Borders are fairly static (except in one area) #11 Violent Death is very common -- while dying of disease is pretty rare (do to good cleric healing the sick) dying in a fight or by monster attack is fairly common -- suicide is also not unknown -- since the penalties are often harsh many folks carry an alchemical suicide pill to avoid capture -- this method is quicker than a knife and can often be swallowed before someone is held -- The alchemical nature of the poison means it can act before a neutralize poison can be cast in most cases #12 On the good side famine is pretty rare do to magically enhanced crop yields and good clerics pressure (no food for the poor no healing for you) In short Midrea is nasty [/QUOTE]
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