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What Do Your Fantasy Societies in D&D Get For Their Taxes and Tithes?
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<blockquote data-quote="Celebrim" data-source="post: 390153" data-attributes="member: 4937"><p>I tend to disallow any spell whose existance I think threatens the social fabric of all historical societies. In this way, I don't have to completely reinvent world history and social structure.</p><p></p><p>One spell that is completely disallowed in its current form is teleportation circle. Once made permanent, this spell provides a stable safe means of transporting people from one place to an infinite distance away. The benifits of this are so great, that every major city and kingdom would have long ago set up 'stations' in which people would pay tolls to travel to other 'stations' throughout the kingdom. Armies would be transported in this fashion. Merchants would carry valuable goods in this fashion. Empires would be based on these teleportation circles in the same way that Rome and the Incans (and to a lesser extent the Americans) based there empires on good roads. The result would be such a vastly different world that I'm not prepared to handle it except by building a world up from scratch with this spell in mind. </p><p></p><p>However, since I want the spell to still be available for its tradiational 'wasted' use in tombs and dungeons I rewrote into a socially safe version.</p><p></p><p>Fireball is a probablimatic spell in itself (and all area of effect spells in general), but I've never been willing to tackle a spell that fundamental to the game. I suspect that in a world were a mere 5th level mage can wipe out a armored force of 10 or more men in a single blast from a range of 150 yards or more that formation armies would be as effectively obseleted as they were by the repeating rifle, that camoflague would become important and that armies in the field would operate in a dispersed fashion. A few experiments with Battlesystem seems to confirm this feeling that magic would totally alter the dynamics of combat.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 390153, member: 4937"] I tend to disallow any spell whose existance I think threatens the social fabric of all historical societies. In this way, I don't have to completely reinvent world history and social structure. One spell that is completely disallowed in its current form is teleportation circle. Once made permanent, this spell provides a stable safe means of transporting people from one place to an infinite distance away. The benifits of this are so great, that every major city and kingdom would have long ago set up 'stations' in which people would pay tolls to travel to other 'stations' throughout the kingdom. Armies would be transported in this fashion. Merchants would carry valuable goods in this fashion. Empires would be based on these teleportation circles in the same way that Rome and the Incans (and to a lesser extent the Americans) based there empires on good roads. The result would be such a vastly different world that I'm not prepared to handle it except by building a world up from scratch with this spell in mind. However, since I want the spell to still be available for its tradiational 'wasted' use in tombs and dungeons I rewrote into a socially safe version. Fireball is a probablimatic spell in itself (and all area of effect spells in general), but I've never been willing to tackle a spell that fundamental to the game. I suspect that in a world were a mere 5th level mage can wipe out a armored force of 10 or more men in a single blast from a range of 150 yards or more that formation armies would be as effectively obseleted as they were by the repeating rifle, that camoflague would become important and that armies in the field would operate in a dispersed fashion. A few experiments with Battlesystem seems to confirm this feeling that magic would totally alter the dynamics of combat. [/QUOTE]
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What Do Your Fantasy Societies in D&D Get For Their Taxes and Tithes?
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