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why do we have halflings and gnomes?
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<blockquote data-quote="Chaosmancer" data-source="post: 8178349" data-attributes="member: 6801228"><p>1) Most DnD cities still have big walls. Mostly for those enemies I mentioned like Orc Hordes and Gnoll Ravages that don't tend to use magic. We can both agree that from a world-building position, that is kind of dumb, but it is the current shape of DnD</p><p></p><p>2) What then would you recommend for civil defense? Or, better, what do you think DnD actually does in that regard?</p><p></p><p></p><p></p><p></p><p>Nope, that is a poor way to look at what the map tells us. </p><p></p><p>Phandalin looks to be about (counting hexes) 65 miles from Neverwinter. So if someone ran full speed, it would take two days to reach Neverwinter. And that is cutting cross-country. </p><p></p><p>Phandalin is between Neverwinter and the Sword Mountains, and about 10 mils from those mountains, where the Orcs live. </p><p></p><p>So, even assuming magical communication that warned Neverwinter the moment the Orcs started massing for an attack... the Orcs arrive in 4 hours, the Neverwinter paladin squad arrives in 48. </p><p></p><p>Neverwinter Wood is slightly better, looks like they are about 20 miles, so it would take the Goblins and Hobgoblins a full day. So by the time they were back in Cragmaw castle with the loot, the Paladin squad would be arriving at the burnt out remains of the village. </p><p></p><p>The theory of living near a city so the city army can protect you doesn't work when the city is farther away than the threats. It is supposed to work by the enemies needing to approach the city to do any harm, and they can ride out to intercept. Which they just can't do in this situation.</p><p></p><p></p><p></p><p>True in theory, but also a bit like playing Russian Roullette. Adventurers are rarely in a town more than a few days, and you have to hope that you spot a threat, an adventurer party is nearby, they accept the quest, nothing else happens while they are away, and they actually succeed. </p><p></p><p>That is a lot of risk.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8178349, member: 6801228"] 1) Most DnD cities still have big walls. Mostly for those enemies I mentioned like Orc Hordes and Gnoll Ravages that don't tend to use magic. We can both agree that from a world-building position, that is kind of dumb, but it is the current shape of DnD 2) What then would you recommend for civil defense? Or, better, what do you think DnD actually does in that regard? Nope, that is a poor way to look at what the map tells us. Phandalin looks to be about (counting hexes) 65 miles from Neverwinter. So if someone ran full speed, it would take two days to reach Neverwinter. And that is cutting cross-country. Phandalin is between Neverwinter and the Sword Mountains, and about 10 mils from those mountains, where the Orcs live. So, even assuming magical communication that warned Neverwinter the moment the Orcs started massing for an attack... the Orcs arrive in 4 hours, the Neverwinter paladin squad arrives in 48. Neverwinter Wood is slightly better, looks like they are about 20 miles, so it would take the Goblins and Hobgoblins a full day. So by the time they were back in Cragmaw castle with the loot, the Paladin squad would be arriving at the burnt out remains of the village. The theory of living near a city so the city army can protect you doesn't work when the city is farther away than the threats. It is supposed to work by the enemies needing to approach the city to do any harm, and they can ride out to intercept. Which they just can't do in this situation. True in theory, but also a bit like playing Russian Roullette. Adventurers are rarely in a town more than a few days, and you have to hope that you spot a threat, an adventurer party is nearby, they accept the quest, nothing else happens while they are away, and they actually succeed. That is a lot of risk. [/QUOTE]
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