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<blockquote data-quote="Hussar" data-source="post: 4178589" data-attributes="member: 22779"><p>But, what about elements that run counter to mechanics. Such as the Fiendish Codex entries which show Demon lords that are in the early 20 CR range? This runs exactly counter to mechanics, because mechanically, an advanced Balor or Marilith should mop the floor with Demogorgon.</p><p></p><p>Never minding the difficulties in moving beyond the established baselines. A low magic D&D has been a holy grail quest for years. But, if you vary from those established baselines, you have all sorts of knock on effects that make the game very difficult to run.</p><p></p><p>In other words, strongly linked, concrete mechanics shoehorn you into a narrow band of campaign world. You claim that Eberron is not based on the mechanics, but rather on commonplace magic. Yet, it's built right into the mechanics that you will have access to certain levels of magic based on your character level. How is commonplace magic not a direct result of 3e's magic construction rules, wealth guidelines and demographic guidelines?</p><p></p><p>Earlier editions, it never really made sense for there to be so much magic floating around because it was so hard to craft. But, most DM's simply ignored that and stuffed whatever magic whosit they wanted into an adventure. But, in 3e, crafting is simple and not limited to even mid level NPC's. Low level characters can craft a fair amount of magic.</p><p></p><p>So, yeah, airships are a direct result of 3e mechanics.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4178589, member: 22779"] But, what about elements that run counter to mechanics. Such as the Fiendish Codex entries which show Demon lords that are in the early 20 CR range? This runs exactly counter to mechanics, because mechanically, an advanced Balor or Marilith should mop the floor with Demogorgon. Never minding the difficulties in moving beyond the established baselines. A low magic D&D has been a holy grail quest for years. But, if you vary from those established baselines, you have all sorts of knock on effects that make the game very difficult to run. In other words, strongly linked, concrete mechanics shoehorn you into a narrow band of campaign world. You claim that Eberron is not based on the mechanics, but rather on commonplace magic. Yet, it's built right into the mechanics that you will have access to certain levels of magic based on your character level. How is commonplace magic not a direct result of 3e's magic construction rules, wealth guidelines and demographic guidelines? Earlier editions, it never really made sense for there to be so much magic floating around because it was so hard to craft. But, most DM's simply ignored that and stuffed whatever magic whosit they wanted into an adventure. But, in 3e, crafting is simple and not limited to even mid level NPC's. Low level characters can craft a fair amount of magic. So, yeah, airships are a direct result of 3e mechanics. [/QUOTE]
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