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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="bloodtide" data-source="post: 9140773" data-attributes="member: 6684958"><p>The Three big things that have worked for me are: A Fantasy world, a Powerful world and a High Magic world.</p><p></p><p>As the 'default' D&D world is a Earth like, weak, low magic world....well, you can see the problem. The default D&D is the world of "just like Earth before 1500 or so" and examples in fiction like Conan or Lord of the Rings : and that is a bunch of commoners just struggling to get by. A single orc with a magic flaming sword is a demi god when everyone within 100 miles is a zero level nobody with no magic.</p><p></p><p>Moving the game away from "just like Europe before 1400 or so" can also be a big step. Much of the spellcasters power comes from this. Just think what a D&D default setting of "just like America ish before 1400 or so." The spell knock would be near useless..as there would be few doors. With few written words, and not much of a document based society all 'writing spells' don't do much. And without the 'Europe' concept of money and value...a lot of magic spells are effected.</p><p></p><p>Though the big step is to crank up the fantasy and magic to 11. So you don't have an Old Earth stone tower......you have a tower made out of many living tree trunks. You might notice that again the spell 'knock' is useless as the tree tower has no door. Or the tower is made out of lost dreams. Or frozen time. Or love. And yes, a tower of frozen time would be 'hard' for a mundane to get into....but then it's 'hard' for them to get into a Old Earth stone tower anyway. </p><p></p><p>BECMI D&D is the only setting to come close to this idea. The whole 'default' universe increased in fantasy/power/magic every "set" of levels. Also BECMI is a big unique in that high level adventures have more role playing. Basic is local and Expert is regional....but then the next bump up, Companion is continent wise. A Companion level group is going on adventures that have political and social effects for large areas of land. And there is not much a single character with abilities or spells can do to effect things continent wide with just a single action. The Test of the Warlords module has the PCs establish new dominions to rule over and fight to keep them. Where Chaos Reigns is a module where the PCs have to time travel to save reality. <em>And so on. </em></p><p><em></em></p><p><em></em></p></blockquote><p></p>
[QUOTE="bloodtide, post: 9140773, member: 6684958"] The Three big things that have worked for me are: A Fantasy world, a Powerful world and a High Magic world. As the 'default' D&D world is a Earth like, weak, low magic world....well, you can see the problem. The default D&D is the world of "just like Earth before 1500 or so" and examples in fiction like Conan or Lord of the Rings : and that is a bunch of commoners just struggling to get by. A single orc with a magic flaming sword is a demi god when everyone within 100 miles is a zero level nobody with no magic. Moving the game away from "just like Europe before 1400 or so" can also be a big step. Much of the spellcasters power comes from this. Just think what a D&D default setting of "just like America ish before 1400 or so." The spell knock would be near useless..as there would be few doors. With few written words, and not much of a document based society all 'writing spells' don't do much. And without the 'Europe' concept of money and value...a lot of magic spells are effected. Though the big step is to crank up the fantasy and magic to 11. So you don't have an Old Earth stone tower......you have a tower made out of many living tree trunks. You might notice that again the spell 'knock' is useless as the tree tower has no door. Or the tower is made out of lost dreams. Or frozen time. Or love. And yes, a tower of frozen time would be 'hard' for a mundane to get into....but then it's 'hard' for them to get into a Old Earth stone tower anyway. BECMI D&D is the only setting to come close to this idea. The whole 'default' universe increased in fantasy/power/magic every "set" of levels. Also BECMI is a big unique in that high level adventures have more role playing. Basic is local and Expert is regional....but then the next bump up, Companion is continent wise. A Companion level group is going on adventures that have political and social effects for large areas of land. And there is not much a single character with abilities or spells can do to effect things continent wide with just a single action. The Test of the Warlords module has the PCs establish new dominions to rule over and fight to keep them. Where Chaos Reigns is a module where the PCs have to time travel to save reality. [I]And so on. [/I] [/QUOTE]
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