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General Tabletop Discussion
*Pathfinder & Starfinder
Would a typical D&D town allow adventurers to walk around?
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<blockquote data-quote="Loren Pechtel" data-source="post: 6364413" data-attributes="member: 4679"><p>It depends on where they are.</p><p></p><p></p><p>Adventurers will generally go where the action is. That means they'll rarely be in fully peaceful lands. Travelers normally go armed because of wild animals (not to mention bandits), those lacking combat capability generally follow those that have it (and within reason those who can fight are expected to help those who can't.) It's expected that travelers will retain their arms & armor in town. The fact that adventurers are far better equipped than the average traveler will cause some to worry but they won't be kept out.</p><p></p><p>In sufficiently civilized lands the average person is not allowed to bear weapons--but by the time adventurers are of a level where there might be stuff that draws them into such areas they'll normally have official permission. Unknown adventurers in such areas can present themselves to the local authorities and get permission--expensive as they'll have to pay for the local caster who does things like check that they're not evil. Truly high level adventurers will normally find their reputation precedes them.</p><p></p><p>Most cities require casters of all types to register and they are subject to being pressed into short term service in the face of disaster. Many tax casters--typically one spell level per caster level per week. This takes the form of non-hazardous casting of something that benefits the city. Components are supplied.</p><p></p><p></p><p>While adventurers are not common neither are the unheard of. Most places will recognize adventurers for what they are and understand the difference between them and bandits. They'll generally get the sort of reception rich tourists would get. (The cartoon above got it right.) Expect some locals with problems they can't solve to plead for help even though they have nothing to offer in payment.</p><p></p><p>Clerics are expected to avoid preaching unless the place already recognizes the cleric's faith.</p><p></p><p></p><p>Many realms like to keep some tabs on adventurers. Teleporting into an area is generally unacceptable if you do not already have permission from the local authority. Newcomers (generally even if they're accompanying somebody known) are expected to follow the road and stop at any checkpoints along the way, although it's permissible to fly above that road rather than walk upon it.</p></blockquote><p></p>
[QUOTE="Loren Pechtel, post: 6364413, member: 4679"] It depends on where they are. Adventurers will generally go where the action is. That means they'll rarely be in fully peaceful lands. Travelers normally go armed because of wild animals (not to mention bandits), those lacking combat capability generally follow those that have it (and within reason those who can fight are expected to help those who can't.) It's expected that travelers will retain their arms & armor in town. The fact that adventurers are far better equipped than the average traveler will cause some to worry but they won't be kept out. In sufficiently civilized lands the average person is not allowed to bear weapons--but by the time adventurers are of a level where there might be stuff that draws them into such areas they'll normally have official permission. Unknown adventurers in such areas can present themselves to the local authorities and get permission--expensive as they'll have to pay for the local caster who does things like check that they're not evil. Truly high level adventurers will normally find their reputation precedes them. Most cities require casters of all types to register and they are subject to being pressed into short term service in the face of disaster. Many tax casters--typically one spell level per caster level per week. This takes the form of non-hazardous casting of something that benefits the city. Components are supplied. While adventurers are not common neither are the unheard of. Most places will recognize adventurers for what they are and understand the difference between them and bandits. They'll generally get the sort of reception rich tourists would get. (The cartoon above got it right.) Expect some locals with problems they can't solve to plead for help even though they have nothing to offer in payment. Clerics are expected to avoid preaching unless the place already recognizes the cleric's faith. Many realms like to keep some tabs on adventurers. Teleporting into an area is generally unacceptable if you do not already have permission from the local authority. Newcomers (generally even if they're accompanying somebody known) are expected to follow the road and stop at any checkpoints along the way, although it's permissible to fly above that road rather than walk upon it. [/QUOTE]
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Would a typical D&D town allow adventurers to walk around?
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