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Worlds of Design: Baseline Assumptions of Fantasy RPGs
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<blockquote data-quote="Minigiant" data-source="post: 8126397" data-attributes="member: 63508"><p>And if you go to later editions of D&D, it gets worse.</p><p></p><p>Later d&d introduces NPC classes and pushes the idea that the PC Classes are rare specialties. 3e, 4e, and 5e says that every trained warrior is no a fighter and not every thief or highwayman is not a rogue. The PC classes are for the specialty trained, the focused workers, or the naturally gifted.</p><p></p><p>Let's say you go by the 1:100 class assumption in a population. Well now 75%-90% of those classes are NPC classes. So of the 5 arcanists in the barony, only 2 of them are sorcerers or wizards. One of arcanists is studying to convert from adept/spellcaster to wizard. Another is too busy with local affairs and economics. So you only have one full arcanist free.</p><p></p><p>This is why warlocks became more popular in the base assumption as well. With the only people able to train you few and far between and travel to themdangerous if your local lord hasn't stomped out local wilderness threats, ambitious folk who want to use magic have to be lucky enough to live near and apprentice under a spellcaster or seek out one of the many dark patrons of the wilds.</p><p></p><p>And once again, travel safety is the main thing holding magic down. You can only travel to magic population centers if you are rich enough to hire bodyguards, are a bodyguard, or are strong enough to be a bodyguard. Sages, scholars, scientists, and smart hermits are more or less stuck in the safe pockets of the world working alone. They have to work alone empoloyed by a rich lord or are grinding levels alone in the books to get the money or power to regulary travel to the new big city to compare new and advance the tech. Then when they get power, all the nobles want a piece (Mo' Magic Mo' Problems) and this makes them run away and make the dungeons where all the +1 swords are.</p><p></p><p>Aren't a good chunk of dungeons just abandoned strongholds and towers of former adventurers or their descendants now occupied by monsters or monster lairs populated by monsters who looted said ruined stronghold or tower?</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8126397, member: 63508"] And if you go to later editions of D&D, it gets worse. Later d&d introduces NPC classes and pushes the idea that the PC Classes are rare specialties. 3e, 4e, and 5e says that every trained warrior is no a fighter and not every thief or highwayman is not a rogue. The PC classes are for the specialty trained, the focused workers, or the naturally gifted. Let's say you go by the 1:100 class assumption in a population. Well now 75%-90% of those classes are NPC classes. So of the 5 arcanists in the barony, only 2 of them are sorcerers or wizards. One of arcanists is studying to convert from adept/spellcaster to wizard. Another is too busy with local affairs and economics. So you only have one full arcanist free. This is why warlocks became more popular in the base assumption as well. With the only people able to train you few and far between and travel to themdangerous if your local lord hasn't stomped out local wilderness threats, ambitious folk who want to use magic have to be lucky enough to live near and apprentice under a spellcaster or seek out one of the many dark patrons of the wilds. And once again, travel safety is the main thing holding magic down. You can only travel to magic population centers if you are rich enough to hire bodyguards, are a bodyguard, or are strong enough to be a bodyguard. Sages, scholars, scientists, and smart hermits are more or less stuck in the safe pockets of the world working alone. They have to work alone empoloyed by a rich lord or are grinding levels alone in the books to get the money or power to regulary travel to the new big city to compare new and advance the tech. Then when they get power, all the nobles want a piece (Mo' Magic Mo' Problems) and this makes them run away and make the dungeons where all the +1 swords are. Aren't a good chunk of dungeons just abandoned strongholds and towers of former adventurers or their descendants now occupied by monsters or monster lairs populated by monsters who looted said ruined stronghold or tower? [/QUOTE]
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