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Theocracy vs. Magocracy: who would win?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 120887" data-attributes="member: 710"><p>One thing to the Cosmopolition Feat: This feat is only (?) available in the Forgotten Realms Setting. If you want to use it, you might also have to use the rules from Living City / Living Greyhawk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>(And, if you use the Forgotten Realm Setting options, than you should also think of the "chosen of" people - Even if it is not the FR Setting itself, you might allow such characters. And it seems very likely that the first persons to be "chosen" by gods are Clerics and Paladins. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>And the Cosmopolition Feat is still a special feat. It will cost the sorcerer some other options, and not every sorcerer would take this feat. And a sorcerer does not have feats or skill points in mass!</p><p></p><p>Things like Feat, Skill and Spell Selection are highly background specific - if the sorcerer was expected to do the negotiater, if a war was expected in the last few years, than such people will be more "common". (If I see the wizards of the coast artwork about sorcerers, and other materials related to them, it seems as if sorcerer`s charisma is not typically used for friendly negotiations, but more for intimidation. But this will also be depending on the alignment of the sorcerer himself and the alignment of the society.)</p><p></p><p>Oh, and for the Hit-and-run tactics: I find it very interesting that "uncivilised" barbarians used these tactics, but high evolved cultures did not. So, maybe that is no proof that intelligent wizards will use these tactics. </p><p>Remember that, even when many cultures were very intelligent and "evolved", they still made mistakes or oversaw things that all are very obvious to us.</p><p>Unfortunately, I don`t know enoght about the background in all these wars and tacticts.</p><p>But it seems to me, that hit and run tactics were at least without mass destruction weapons only useful for raiding (Barbarian tribe invading a town, stealing everything useful, and than disappear before the military troops can arrive), or for some kind of defensive action (like in vietnam from the vietcong), that targets the "morale" of the agressors.</p><p></p><p>On the other hand... Hmm. I don`t know if I should post it... No, I decide against it. Though I am sure that the bad guys today alredy thought of it in their weird minds... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>One thing I just thought about: If you don`t know anything about your target, you can`t teleport there, even with teleport without error. If the clerics would protect there most valuable places (where the "high command" sits) (against visitors and scrying), teleportation tactics won`t work so well. They will have to teleport outside the main target, and this might be deadly, if some high ranking paladins or black guards (or both! Lawful Neutral theocracy would allow both, and if the blackguard would be lawful evil, he will have to obey his orders, even if they come from a paladin, and vice versa) secure the area. </p><p>(Just imagine: A Paladin wielding his Holy +2 Longsword, and a Blackguard his Unholy +2 Longsword. Hopefully, the target is neutral.)</p><p></p><p>On the other hand, I don`t know may ideas how an attack against the wizard will fare. </p><p>If the clerics would start a surprise attack, they would probably attack one or two hours after the average wizard starts his day. All wizard have their spells already prepared, and they won`t be in "combat" mode <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>Hmm. But I doubt that the troups will be fast enough (espect for the Monks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) to be near enough to important places.</p><p></p><p>A further question is, what`s the place of druids? They are divine spell casters, so they are more likely to be on the theocracy`s (they might also be their own "country") site.</p><p>A wild shaped druid might enter the enemy regions without beeing identified and could strike surprisingly fast...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 120887, member: 710"] One thing to the Cosmopolition Feat: This feat is only (?) available in the Forgotten Realms Setting. If you want to use it, you might also have to use the rules from Living City / Living Greyhawk. :) (And, if you use the Forgotten Realm Setting options, than you should also think of the "chosen of" people - Even if it is not the FR Setting itself, you might allow such characters. And it seems very likely that the first persons to be "chosen" by gods are Clerics and Paladins. :) ) And the Cosmopolition Feat is still a special feat. It will cost the sorcerer some other options, and not every sorcerer would take this feat. And a sorcerer does not have feats or skill points in mass! Things like Feat, Skill and Spell Selection are highly background specific - if the sorcerer was expected to do the negotiater, if a war was expected in the last few years, than such people will be more "common". (If I see the wizards of the coast artwork about sorcerers, and other materials related to them, it seems as if sorcerer`s charisma is not typically used for friendly negotiations, but more for intimidation. But this will also be depending on the alignment of the sorcerer himself and the alignment of the society.) Oh, and for the Hit-and-run tactics: I find it very interesting that "uncivilised" barbarians used these tactics, but high evolved cultures did not. So, maybe that is no proof that intelligent wizards will use these tactics. Remember that, even when many cultures were very intelligent and "evolved", they still made mistakes or oversaw things that all are very obvious to us. Unfortunately, I don`t know enoght about the background in all these wars and tacticts. But it seems to me, that hit and run tactics were at least without mass destruction weapons only useful for raiding (Barbarian tribe invading a town, stealing everything useful, and than disappear before the military troops can arrive), or for some kind of defensive action (like in vietnam from the vietcong), that targets the "morale" of the agressors. On the other hand... Hmm. I don`t know if I should post it... No, I decide against it. Though I am sure that the bad guys today alredy thought of it in their weird minds... :( One thing I just thought about: If you don`t know anything about your target, you can`t teleport there, even with teleport without error. If the clerics would protect there most valuable places (where the "high command" sits) (against visitors and scrying), teleportation tactics won`t work so well. They will have to teleport outside the main target, and this might be deadly, if some high ranking paladins or black guards (or both! Lawful Neutral theocracy would allow both, and if the blackguard would be lawful evil, he will have to obey his orders, even if they come from a paladin, and vice versa) secure the area. (Just imagine: A Paladin wielding his Holy +2 Longsword, and a Blackguard his Unholy +2 Longsword. Hopefully, the target is neutral.) On the other hand, I don`t know may ideas how an attack against the wizard will fare. If the clerics would start a surprise attack, they would probably attack one or two hours after the average wizard starts his day. All wizard have their spells already prepared, and they won`t be in "combat" mode :) Hmm. But I doubt that the troups will be fast enough (espect for the Monks :) ) to be near enough to important places. A further question is, what`s the place of druids? They are divine spell casters, so they are more likely to be on the theocracy`s (they might also be their own "country") site. A wild shaped druid might enter the enemy regions without beeing identified and could strike surprisingly fast... [/QUOTE]
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