The Chump is Stumped out!

Voadam said:
How can the descriptions of monks be westernized to fit in a medieval european fantasy setting?

If by monk you mean the DnD class monk, they can't. The monk class is an eastern class that is, IMHO, not generic enough to be considered a core class.

Not a very good answer, but i couldn't think of an elegant way to incorporate DnD martial artist Monks into a medieval environment. The best way to to treat them similairly to the western monastic orders, tie them to a particular religion and treat them like templars who use their hands instead of swords.

joe b.
 

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what effects will standard D&D magic (arcane and divine) have upon standards of living for peasants, craftsmen/merchants and nobles?
 

Given the obvious benefits to being a cleric in a D&D world, and the vast utility of many low-level D&D spells, how would you prevent magic from changing many of the foundations of a medieval setting? To wit: Stone shape is a neat spell, and if you have plenty of time, you can do some amazing things with it. The same can be said for purify food & water, pyrotechnics, Endure elements, Detect poison, mending, mount, floating disk, unseen servant and so on. How do you have a stonecutter's guild when the temple only needs two acolytes to not only mine the stone, but work it, too?
 

fusangite said:
OK Joe, you can rule this one out of order as it is outside of the cultural/geographic scope of what you're covering. (I think I may have some responsibility for MMS statement of scope.) But just in case you know:

1. In Bohemia, Lithuania and Moravia, how were political hierarchy and land title different from German, Italian and Frankish areas of the same period? What differences/similarities can be seen between the manor and the grod or veche?

I'm Stumped!


And from a systems perspective:

2. Which of your theological models (e.g. Patron God) best expressed medieval Lithuanian paganism?

I'm Stumped!

thanks for playing you massive font of knowledge... NO FAIR!!!!!

*dances wildly* you only get one copy though....

but i'm not going to count your copy against the remaining 2 stump the chump copies left.... :)

now go away.... :D

joe b.

*knows fusangite knows more than him... knows fusangite was a content reader for A Magical Medieval Society: Western Europe*
 

this is regards to a thread "would you live in a d&d world".

suppose a d&d world were real, monsters, magic, clerics, etc. now, would such worlds mirror ours (and if so how) in terms of sexism and racism?

i remember one poster mention that one world, for example, Faerun, is devoid of sexism or racism (in regards to humans). This may be true based on the writings of WotC and probably a policy of WotC not to delve into such subjects in order to make their products more family friendly (i could be wrong about this, but i think i read this policy somewhere on their sight.) Anyways, assuming that statement is true, do you think that racism and sexism (in regards to humans) exists within Faerun and if so how? Would it mirror our own world's brand of both?
 

Voadam said:
OK so increased food supplies lead to greater concentrations of populations and bigger cities. What is the effect of this upon diseases given the greater concentrations amid what might be poor living conditions.


There are two takes on this.


1. Diseases are less due remove disease. Wands/scrolls of remove disease will be stockpiled. These will be used on a city-wide basis to nip epidemics at the bud.

2. Disease will be just as bad as it was in the medieval time. The rich have remove disease and don't bother to use it until they're diseased. They don't care about the poor. This makes disease less a "social leveller" than historically.


joe b.
 

jgbrowning said:
I'm not sure. As far as i know the first siege type engine was developed by the greeks? long before the time period we're talking about.

**If two people think you've stumped me and say so in their post, you'll get a free copy of Party of One: Leda**
I only think you're stumped if I can get a free copy as well. :D
 

I admit I also asked the question I did for selfish reasons... I run a very mideval game, and a PC rogue in my game is planning to rob a village during the God's Day... I was wondering what I should have him encounter in the way of guards and stragglers. If anyone else has a suggestion...
 

Voadam said:
what effects will standard D&D magic (arcane and divine) have upon standards of living for peasants, craftsmen/merchants and nobles?


Varies.

Peasants will be the least effected outside of magics provided to them by their lord. Some peasants however, are actually fairly well off (owning a lot of land that they have to hire other peasants to work for them) and will have access to magic. I already discussed the plant growth control weather aspect about life expectancy.

Peasants who can actually cast magic, are of course much better off as they have a way to climb the social ladder. They can use it for themselves and they can sell or barter it.

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craftsmen/merchants would benefit quite a bit from magic. however, theoretically so would their compitition. so the end result would probably be a little better than historically.

craftsmen/merchants who can cast magic have a very good benefit as they don't have to spend money to hire someone else to do it for them.

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nobles would reap the full benefits of magic the most. plant growth, greater population, better sanitation, more taxes, leasure time to train themselves in magic if they have the capabilities. Rich merchants would fall closer here than to craftsmen.


joe b.
 


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