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Weather control in war
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<blockquote data-quote="painandgreed" data-source="post: 2061060" data-attributes="member: 24969"><p>My $.02</p><p></p><p>A) Weather control never seemed that powerful to me. I read it in 3.5 and it seemed iffy as to what you could even do such as call up enough rain to slow down let alone stop an army. other spells also seem rather small area of effect with reguards to large areas of land (except the reverse of plant growth)</p><p></p><p>B) No profit in killing commoners unless they're in an army coming to get you or you're tryign to make room for your own commoners. Even orcs rarely kill the commoners. They'll rape and pillage but don't usually resort to murder (unless hungry) because if they killed everybody, there'd be nothing to rape and pillage next year. Commoners learn that if they just sit there and take it they'll be back to farming the next day and if they fight, they'll end up dead.</p><p></p><p>C) When magic users go into combat, they typically end up pitted against the other sides magic users. In effect, the adventuring parties of the opposing armies end up fighting eachother. If one side comes out victorious and still capable of a good fight, it will then turn on the rest of the army but by that time the morale of the army that lost their high level guys is probalby dropping rapidly and the battle is pretty much over anyway.</p><p></p><p>D) Battling high level wizards rarely cause that much damage. they may trash the area of a football field or so but coolateral damage rarely goes beyond that. After all, they can fight in a dungeon room and never affect anything in the other dungeon rooms. there is no MAD because there really aren't any spells that I can think of that could be considered WMDs. There's cloudkill and a few others but they still have a pretty finite area of effect.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2061060, member: 24969"] My $.02 A) Weather control never seemed that powerful to me. I read it in 3.5 and it seemed iffy as to what you could even do such as call up enough rain to slow down let alone stop an army. other spells also seem rather small area of effect with reguards to large areas of land (except the reverse of plant growth) B) No profit in killing commoners unless they're in an army coming to get you or you're tryign to make room for your own commoners. Even orcs rarely kill the commoners. They'll rape and pillage but don't usually resort to murder (unless hungry) because if they killed everybody, there'd be nothing to rape and pillage next year. Commoners learn that if they just sit there and take it they'll be back to farming the next day and if they fight, they'll end up dead. C) When magic users go into combat, they typically end up pitted against the other sides magic users. In effect, the adventuring parties of the opposing armies end up fighting eachother. If one side comes out victorious and still capable of a good fight, it will then turn on the rest of the army but by that time the morale of the army that lost their high level guys is probalby dropping rapidly and the battle is pretty much over anyway. D) Battling high level wizards rarely cause that much damage. they may trash the area of a football field or so but coolateral damage rarely goes beyond that. After all, they can fight in a dungeon room and never affect anything in the other dungeon rooms. there is no MAD because there really aren't any spells that I can think of that could be considered WMDs. There's cloudkill and a few others but they still have a pretty finite area of effect. [/QUOTE]
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