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Why wouldn't Someone Learn Magic...
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<blockquote data-quote="Ycore Rixle" data-source="post: 3038086" data-attributes="member: 675"><p>Scribble, good point. If we assume that everyone in a D&D world has the same choices and options as a PC, then there is no reason for a developed society not to be dominated by magic, just the way that ours is by technology. The one exception to this would be culture, the "burn the witches" idea pointed out by Loki and others.</p><p></p><p>Bill Slaviscek and others recognized the same point as you're making. One of the aims of Eberron was to make a world where the D&D rules "made sense" with respect to society, or at least made more sense than they did with respect to the typical medieval European society.</p><p></p><p>I would like to see the books come out and say, "PCs are special, they're heroes, and with the exception of a few super-villain NPCs, other people can't advance like this." Or can't cast spells. Or can advance at most 1 class level per every five game years (or decades, for the long-lived races*). Or must roll a natural 20 to cast a spell. Or some sort of restriction like that. I think that would solve it for me.</p><p></p><p>But many people don't like to say that the PCs are special. I agree with them that there is a certain elegance to having the same advancement rules apply to NPCs and PCs. And it is aesthetically pleasing to amend or qualify the rules as little as possible. But to me, the disconnect between the "rules are for every creature" and the typical D&D assumed milieu is large enough to be irksome, and the amendments required to fix that (assume that the PCs are special heroes) are not odious.</p><p></p><p>*which, by the way, these (the long-lived races) are another thing that do not reflect the rules in a typical assumed D&D milieu.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 3038086, member: 675"] Scribble, good point. If we assume that everyone in a D&D world has the same choices and options as a PC, then there is no reason for a developed society not to be dominated by magic, just the way that ours is by technology. The one exception to this would be culture, the "burn the witches" idea pointed out by Loki and others. Bill Slaviscek and others recognized the same point as you're making. One of the aims of Eberron was to make a world where the D&D rules "made sense" with respect to society, or at least made more sense than they did with respect to the typical medieval European society. I would like to see the books come out and say, "PCs are special, they're heroes, and with the exception of a few super-villain NPCs, other people can't advance like this." Or can't cast spells. Or can advance at most 1 class level per every five game years (or decades, for the long-lived races*). Or must roll a natural 20 to cast a spell. Or some sort of restriction like that. I think that would solve it for me. But many people don't like to say that the PCs are special. I agree with them that there is a certain elegance to having the same advancement rules apply to NPCs and PCs. And it is aesthetically pleasing to amend or qualify the rules as little as possible. But to me, the disconnect between the "rules are for every creature" and the typical D&D assumed milieu is large enough to be irksome, and the amendments required to fix that (assume that the PCs are special heroes) are not odious. *which, by the way, these (the long-lived races) are another thing that do not reflect the rules in a typical assumed D&D milieu. [/QUOTE]
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