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Worlds of Design: Baseline Assumptions of Fantasy RPGs
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<blockquote data-quote="Chaosmancer" data-source="post: 8128408" data-attributes="member: 6801228"><p>True, you can alter the setting in a multitude of ways. </p><p></p><p>But, there is a challenge in presenting wizardry as being the same as having something like perfect pitch, and that is a lack of mechanical support. Everyone can learn wizardry, by RAW. You don't need an Eidetic memory, or Keen Mind would be a prerequisite. </p><p></p><p>And, while natural ability like Perfect Pitch, color vision, "super math" skills are helpful, they don't prevent people from being stars in their respective fields. Being a great musician does not require Perfect Pitch. Sure, it helps, but you can do it without that. You can learn pitch. </p><p></p><p></p><p>And again, yes, settings can be written to say X,Y,Z is true. But, looking at the 5e mechanics learning the most basic of magic doesn't require anything special. And, at worst, you can say that you need an INT 13 to be a wizard, due to multi-classing rules... But you don't need it to become an Eldritch Knight or Arcane Trickster, who also learns magic. </p><p></p><p>So, writing the setting to include X,Y,Z ignores that those elements do not exist within the framework we are given. They make sense, in some ways, but they aren't there. </p><p></p><p></p><p></p><p></p><p>But, if 0.5% of a population are wizards, 0.5% are clerics, 0.5% are Bards, 0.5% are Druids 0.5% are Rangers, 0.5% are Paladins, 0.5% are Warlocks and 0.5% are Sorcerers (which by the way, the chart where the wizard came from in the example that led to these numbers had wizards as the least common option) Then you are looking at 4% of the population being spellcasters at a minimum </p><p></p><p>And that ignores all martial subclasses that use magic. </p><p></p><p>Not common, but not rare either. </p><p></p><p>--------------------------------------------------------------------------------------------------------------------------------</p><p></p><p></p><p></p><p></p><p></p><p>None of this addresses any point I made, but here is an interesting thought. </p><p></p><p>Master takes on an apprentice, that apprentice becomes a mage and takes on their own apprentice. What does the Master do? </p><p></p><p>Takes on another apprentice. </p><p></p><p>Let us say that they can only take on three apprentices before they get tired of it. </p><p></p><p>So, 1 -> 3 ->9 -> 27 -> 81</p><p></p><p>That paints a very different picture than the idea of </p><p></p><p>1 -> 1 -> 1 -> 1 -> 1</p><p></p><p>And, two or three apprentices is not uncommon in literature, and even if the occasional wizard drops off to go swamp living, another will enter into politics to get tax breaks on magical reagents. And if the evil necromancer can fund a dozen apprentices, then the good necromancers can do the same thing. And if they can teach a dozen students effectively and quickly enough to become a threat within a time period of the plot... then why are we saying people can't learn magic fast enough to do that and politics?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8128408, member: 6801228"] True, you can alter the setting in a multitude of ways. But, there is a challenge in presenting wizardry as being the same as having something like perfect pitch, and that is a lack of mechanical support. Everyone can learn wizardry, by RAW. You don't need an Eidetic memory, or Keen Mind would be a prerequisite. And, while natural ability like Perfect Pitch, color vision, "super math" skills are helpful, they don't prevent people from being stars in their respective fields. Being a great musician does not require Perfect Pitch. Sure, it helps, but you can do it without that. You can learn pitch. And again, yes, settings can be written to say X,Y,Z is true. But, looking at the 5e mechanics learning the most basic of magic doesn't require anything special. And, at worst, you can say that you need an INT 13 to be a wizard, due to multi-classing rules... But you don't need it to become an Eldritch Knight or Arcane Trickster, who also learns magic. So, writing the setting to include X,Y,Z ignores that those elements do not exist within the framework we are given. They make sense, in some ways, but they aren't there. But, if 0.5% of a population are wizards, 0.5% are clerics, 0.5% are Bards, 0.5% are Druids 0.5% are Rangers, 0.5% are Paladins, 0.5% are Warlocks and 0.5% are Sorcerers (which by the way, the chart where the wizard came from in the example that led to these numbers had wizards as the least common option) Then you are looking at 4% of the population being spellcasters at a minimum And that ignores all martial subclasses that use magic. Not common, but not rare either. -------------------------------------------------------------------------------------------------------------------------------- None of this addresses any point I made, but here is an interesting thought. Master takes on an apprentice, that apprentice becomes a mage and takes on their own apprentice. What does the Master do? Takes on another apprentice. Let us say that they can only take on three apprentices before they get tired of it. So, 1 -> 3 ->9 -> 27 -> 81 That paints a very different picture than the idea of 1 -> 1 -> 1 -> 1 -> 1 And, two or three apprentices is not uncommon in literature, and even if the occasional wizard drops off to go swamp living, another will enter into politics to get tax breaks on magical reagents. And if the evil necromancer can fund a dozen apprentices, then the good necromancers can do the same thing. And if they can teach a dozen students effectively and quickly enough to become a threat within a time period of the plot... then why are we saying people can't learn magic fast enough to do that and politics? [/QUOTE]
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