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<blockquote data-quote="Dannyalcatraz" data-source="post: 1720182" data-attributes="member: 19675"><p><strong>More Weeds</strong></p><p></p><p>Just reread the 3.5Ed version of the spell Plant growth.</p><p></p><p>Plant Growth has 2 different effects, chosen by the spellcaster at the time of casting. It either causes normal vegetation ("grasses, briars, bushes, creepers, thistles, trees, vines") in the targeted area become overgrown and thick enough to hinder movement or causes plants to increase their potential productivity 33% above normal in the next year.</p><p></p><p>Now, we could get all lawyer-y about the distinction between the use of "normal vegetation" or "plant" in the text, but it wouldn't get us anywhere, since a crop could be a grass, bush, vine, tree, etc.</p><p></p><p>It is more useful to distinguish based on the 2 effects. The first effect only enhances GROWTH, the other, PRODUCTIVITY. The former is just a simple measurement of plant size, the second would be a measure of fruiting, seeding, leafyness, and other measurements of lushness of the foliage.</p><p></p><p>Basically, by a straightforward reading of the spell, it should affect any plant in the area of the spell.</p><p></p><p>Thus, if the second version is cast upon a well-tended field, the result is a net increase in the harvest from the crop. If cast upon an ill-tended field, the weeds would benefit just as much, and the farmer's neighbors would be P-Oed as the weeds spread their increased seed production over the area.</p><p></p><p>(And, unlike certain previous interpretations I recalled, it does not affect plant creatures.)</p><p></p><p>As for:</p><p></p><p></p><p>That is just a cop-out. The magic system must have an internal logic. If there is insufficient internal logic in the magic system, the game breaks down because it is no longer able to model effects consistently.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 1720182, member: 19675"] [b]More Weeds[/b] Just reread the 3.5Ed version of the spell Plant growth. Plant Growth has 2 different effects, chosen by the spellcaster at the time of casting. It either causes normal vegetation ("grasses, briars, bushes, creepers, thistles, trees, vines") in the targeted area become overgrown and thick enough to hinder movement or causes plants to increase their potential productivity 33% above normal in the next year. Now, we could get all lawyer-y about the distinction between the use of "normal vegetation" or "plant" in the text, but it wouldn't get us anywhere, since a crop could be a grass, bush, vine, tree, etc. It is more useful to distinguish based on the 2 effects. The first effect only enhances GROWTH, the other, PRODUCTIVITY. The former is just a simple measurement of plant size, the second would be a measure of fruiting, seeding, leafyness, and other measurements of lushness of the foliage. Basically, by a straightforward reading of the spell, it should affect any plant in the area of the spell. Thus, if the second version is cast upon a well-tended field, the result is a net increase in the harvest from the crop. If cast upon an ill-tended field, the weeds would benefit just as much, and the farmer's neighbors would be P-Oed as the weeds spread their increased seed production over the area. (And, unlike certain previous interpretations I recalled, it does not affect plant creatures.) As for: That is just a cop-out. The magic system must have an internal logic. If there is insufficient internal logic in the magic system, the game breaks down because it is no longer able to model effects consistently. [/QUOTE]
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