• CrushKillDestroySwag@hexbear.net
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    1 year ago

    There’s this constant tension with D&D where it wants to be medieval and it wants to have easily-reproducible magic. Follow the magic through to its logical conclusion and you get essentially modern technology with a mystical/medieval aesthetic, ignore it and you get big blatant plot holes.

      • 420blazeit69 [he/him]@hexbear.net
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        1 year ago

        Yeah, it kind of makes sense if magic is rare, difficult to obtain, but not entirely foreign. Basically a luxury good.

        To use an example luxury good, we all know what a private jet is. We couldn’t build one or buy one, but we know there are people who can. It’d be cool to be in one but not some unimaginable experience.

      • Honytawk@lemmy.zip
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        1 year ago

        That is why I enjoy settings like the Netherese so much more. Where magic is common and everyone uses it, even the cleaning staff have magical autonomous brooms that sweep on command.

        Netherese is also old Forgotten Realms.

      • UNWILLING_PARTICIPANT@sh.itjust.works
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        1 year ago

        It’s the same thing with superhero and paranormal ttrpgs. Everyone wants that 🤯 moment when civilians sees the party in action, because it’s very rewarding.

        I haven’t played it other than in videogame form, but I think Vampire: The Masquerade is one of the few systems that addresses this problem head-on

    • Knightfox
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      1 year ago

      I don’t know if 5e has starting age tables? 3e and Pathfinder do, it’s an optional character creation thing that helps show the general age of most things. It starts off with the starting age of a given race and then has a table with different classes and dice. So for a human the starting age is 15, Barbarian/Rogue/Sorcerer is 1d4, Bard/Fighter/Paladin/Ranger is 1d6, and Cleric/Wizard/Monk/Druid is 2d6.

      So a typical cleric starting age would be 16-27. At that point they are a level 1 Cleric and have a grand total of one level 1 spell per day. 5e is more generous and gives them two level 1 spells per day.

      That spell should do a lot, and in a small village would be amazingly effective, but at a certain point there just aren’t enough spells per day for everyone. It should actually be hard for adventurers to get healing because the local cleric should probably have spent all his healing for the day by the time they get to him, he can probably squeeze them in tomorrow when he’s recovered spells.