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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Baseline Assumptions of Fantasy RPGs
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8130773" data-attributes="member: 6802951"><p>You're discussing how NPCs become wizards. Not how many level x spell slots a level y wizard has. The baseline is set by the setting creator according to how common they want NPC wizards to be in the setting. </p><p></p><p> They are able to cast spells. They don't have wizard levels or spells slots, but they are still spellcasters. A magewright might need expensive components and cast as a ritual. A wandslinger might need their arcane focus. They serve as an illustration that even in a setting where magic and magic schools/guilds are common, and learnable by many people, actually being able to become a wizard is very rare.</p><p></p><p> Unless I've missed something, no one is discussing a spell not following the rules for that spell when it is cast. The discussion seems to be around how easy it is for an NPC to learn to cast it or become a wizard.</p><p></p><p> I'm pointing out that even in a culture where magic is regularly studied by the nobility, in a relatively wide-magic setting, the majority are simply unable to become wizards or warlocks.</p><p></p><p>Now compare Eberron with FR, where spellcasters seem almost as common, but are almost all PC classes (or the NPC equivalent). So there are a lot of Wizards around.</p><p>Both settings use exactly the same rules. The scarcity of Wizards in Eberron and the plethora of them in Forgotten Realms are purely world-building decisions.</p><p></p><p>Its like the proportion of high-level (or high-CR) people in the setting. In Eberron, most professional soldiers have 11 hp. The army might be bulked out by levies with 4hp.</p><p>In a different setting, as you suggest, you might have even the guards outside a local thieves guild having 31hp. </p><p>Both settings operate under the same rules. It is purely a world-building decision.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8130773, member: 6802951"] You're discussing how NPCs become wizards. Not how many level x spell slots a level y wizard has. The baseline is set by the setting creator according to how common they want NPC wizards to be in the setting. They are able to cast spells. They don't have wizard levels or spells slots, but they are still spellcasters. A magewright might need expensive components and cast as a ritual. A wandslinger might need their arcane focus. They serve as an illustration that even in a setting where magic and magic schools/guilds are common, and learnable by many people, actually being able to become a wizard is very rare. Unless I've missed something, no one is discussing a spell not following the rules for that spell when it is cast. The discussion seems to be around how easy it is for an NPC to learn to cast it or become a wizard. I'm pointing out that even in a culture where magic is regularly studied by the nobility, in a relatively wide-magic setting, the majority are simply unable to become wizards or warlocks. Now compare Eberron with FR, where spellcasters seem almost as common, but are almost all PC classes (or the NPC equivalent). So there are a lot of Wizards around. Both settings use exactly the same rules. The scarcity of Wizards in Eberron and the plethora of them in Forgotten Realms are purely world-building decisions. Its like the proportion of high-level (or high-CR) people in the setting. In Eberron, most professional soldiers have 11 hp. The army might be bulked out by levies with 4hp. In a different setting, as you suggest, you might have even the guards outside a local thieves guild having 31hp. Both settings operate under the same rules. It is purely a world-building decision. [/QUOTE]
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