Living in a magical world


Advice

Liberty's Edge

Pathfinder Adventure Path Subscriber

That subject line sounds very froo-froo.

Anyway.

Let me give you all some context: I began playing D&D in the early 90s with Advanced Dungeons and Dragons 2nd Ed. I followed the game and when we all arrived at the fork in the road leading to either 4th Ed. or Pathfinder, I followed 4th Ed.

After a few good years of 4th Ed I found myself wanting something different. For the past several months I've been playing Pathfinder. It feels good to be home. That should be enough context.

Here is what I want advice on... I have had an evolving, lived in, campaign world since the early 90s. The world is a heavily modified Forgotten Realms infused with some Ravenloft. The most recent group of adventurers to brave the world spent two years there using the 4th ed rules. Now that I'm back to Pathfinder, I have some questions about the much more robust and powerful magic found in Pathfinder relative to 4th ed.

What should a DM/world builder know about magic in Pathfinder when designing his/her world? I'm assuming in a "lived in" world where certain magics are common place society would develop differently. For example, a jail cell is unlikely to hold a powerful wizard... not something we have to worry about in the real world.

In short, what are some of the fundamental laws and principles that need to be considered when building a world in Pathfinder? What kind of loopholes can magic create that are pretty fundamental, yet we don't have to worry about them in our world.

Let me know if you guys need more clarification. I appreciate you help.

Jeremy


It sounds like you have played 3.5

If that is the case, Pathfinder's world, in terms of what you are asking, is basically that of 3.5

Some system elements have been redesigned and changed, but the essential ideas are the same, in terms of powerful wizards' capabilities and world-building.

Liberty's Edge

Pathfinder Adventure Path Subscriber
Sylvanite wrote:

It sounds like you have played 3.5

If that is the case, Pathfinder's world, in terms of what you are asking, is basically that of 3.5

Some system elements have been redesigned and changed, but the essential ideas are the same, in terms of powerful wizards' capabilities and world-building.

I assumed as much, but after an extended hiatus it doesn't hurt to have a refresher course provided by the fine people on the Paizo forums.

Liberty's Edge

Pathfinder Adventure Path Subscriber

No takers huh? I won't bump after this. Chime in if you think of something!


Don't have much myself- all the 0 level spells in a PF world are at-will though...

Grand Lodge

I'm waiting for Madonna to post in this thread.

Li-Ving in a Ma-GI-CAL World.


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Firstly: LazarX, you are a legend. I say this because I was wanting to type words to the same effect.

As you did so this means we are one. The same. CONJOINED. As I am awesome this makes you awesome.

Awesome x 2 = UBER AWESOME!1!!

::

Secondly:

We ran with the 'Magic can ultimatley give the weilder the power to shape the world as they wish' - and if said shaper is a sod, this may be a BAD THING.

So, with our campaign it's assumed magic has hit it's high-point and everyone has learnt painful and reality shattering lessons.

As such, magic is considered DANGEROUS but not neseserally a BAD THING.

To this end, the most powerful ruling body has taken it upon themselves to monopise magic as much as possible. They actively recruit practioners of magic and attempt to make every effort to appeal to would-be-casters, promising them the best formal training they could ever desire, with the full funding and support of an entire nation.

On the flip side, those that refuse to play ball are hunted down and processed, for the good of the many.

Can't have another Magicopalyse, can we?

::

So, assume that magic can and will utlimatley ruin the world - and imagine how folk dealing with such a 'fact-of-life' would react.

What steps might they take, how will the common folk react, what kind of roles would be expected etc etc eeeetttcccc...

o_O

::

Of course, this is simply how we react, have built and run things - take from what be what what ye wisheth.

:)

TOAST!

*shakes fist*


When you start to think about such a concept as magic or high technology, you will find the topic getting more and more complex, up to the point where you developed several strategies for an inhabitant to be godlike. I can only advise you to read The Schlock Mercenary Comics as an example what happens if you apply high technology to a world while working on it (high technology leads directly to a exponentially reproducing AI sort of race)

What I want to say is: Don´t think like a scientist when it comes to develop story. I like star wars for being some kind of western/samurai/medieval space opera with siooooum swaaash sooooawm light sabers, tough if you think like a scientist about it, then there´s not actual reason why noone seized the galaxy with a large army of droids (with large, I mean large. The armies in the new episodes are quite small if you think of the fact that droids should be able to reproduce themselves exponentially fast) but if you do that, all the dark knights and shining heroes and siooooowam light sabers go away. Think a little bit of the effects of magic on the world but be aware of the fact that in hundreds or thousands of years actual magic could be used for stuff like computers, only more effective, and that there are high intelligent beings like dragons that exist for that long (which means they have a lot of time to develop stuff like a Von Neumann Architecture just because they are bored)


The Gods are ruining progress.

In "old" D&D the God of Gond sat and judged every idea and invention of human kind. If he did not like it; he would reach down and snap it out of existence, before the initiator even became aware that it happened.

If you imagine a similar process for Golarion, then you have this eternal yet static world that seems stuck somewhere between dark ages and renaissance for thousands of years.

After all, it only takes a few hundred years for a stable civilization with knowledge sharing intact to move significantly forward on technology.

Without severe and continual repression of invention and ideas, technology would move forward briskly.

Golarion does not openly repress all science. Therefore a mystical force must be the culprit! It is the Gods that keep the people dumb! ;-)

Grand Lodge

BenignFacist wrote:

.

So, with our campaign it's assumed magic has hit it's high-point and everyone has learnt painful and reality shattering lessons.

As such, magic is considered DANGEROUS but not neseserally a BAD THING.

To this end, the most powerful ruling body has taken it upon themselves to monopise magic as much as possible. They actively recruit practioners of magic and attempt to make every effort to appeal to would-be-casters, promising them the best formal training they could ever desire, with the full funding and support of an entire nation.

On the flip side, those that refuse to play ball are hunted down and processed, for the good of the many.

1. Thank you..... I think. Unfortunately my singing voice has been banned from seven systems so I have no hope of singing this song on my own.

2. What you describe is simmilar to by degree to these two scenerios.

A. Before it got virtually erased from existence by the Darkness Cormyr require all arcanists beyond the lowest levels to register with the War Wizards if they were native born or were going to stay in the country for more than a couple of days.

B. In Dave Arneson's Blackmoor D20 setting, The Wizards Guild has convinced the ruling body that sorcerers (due to thier tendency to explode the area around them when they come into thier powers) need to be hunted down and rounded up. As such Sorcerer posses are rather common and have occaisonally wound up stringing a mis-identified wizard or three.


JeremyK wrote:
In short, what are some of the fundamental laws and principles that need to be considered when building a world in Pathfinder? What kind of loopholes can magic create that are pretty fundamental, yet we don't have to worry about them in our world.

It depends on the type of campaign world you want. Personally, I prefer to think that practically everyone in the world is level 1-6, so you don't generally have to worry about teleport-proofing jail cells, for instance -- anyone who can teleport out of a jail is unbelievably godlike anyways.

But if you want to have a campaign world where Elminster fighting an army of pit fiends in the middle of downtown Waterdeep is an average Tuesday, that's much harder.


Think about it in terms of layers. The layers are basically defined around wizard magic. What do PCs have access to at what point?

Levels 1 to 4 most closely resemble the "real world". Invisibility is probably the most powerful magic. A non-magical jail can actually contain a PC. This should be the "default" world.

Levels 5 through 8 ("magic world") are where magic starts to turn the world into a true fantasy world. PCs can fly, teleport over short distances, blink through walls, or turn into a gaseous form and float away. The scrying spell in particular can drastically change how a campaign can be structured. This is the "magical" world built on the default world. Think of the magic world of Harry Potter versus the "muggle" world. This world has rules and laws enforced by creatures of the next (elite) layer. As GM, you really need to start thinking about the limits of what you can and cannot do given the current magic available.

Levels 9 through 14 ("epic fantasy world") is probably the best range for Pathfinder/3.X when it comes to bringing epic fantasy to life. Time and space begin to become tamed by the PCs. Teleport is one of those game-changing spells that completely redefines what it is to challenge the PCs. Legend lore is a tool the PCs can use to bring the distant past back to the present. Plane shift creates an entirely new universe for the PCs to explore. This level range is where the PCs become a truly legendary force -- known far and wide for their exploits and powers. Reputation and fame become a big factor at this stage. In terms of a game world, only the most specialized and elite institutions or forces can possibly challenge the PCs.

Level 15+ ("mythological world") is where the "world" is just one place in many places. Here, the concept of what defines a world changes. While the PCs had access to plane shift in the "epic fantasy" world, at this level the PCs are concerned with issues that extend well beyond their current plane. Powers at the deity or near-deity level challenge the PCs. You basically cannot contain the PCs without powers beyond the scope of the core rulebook. Because of that, the gameplay breaks down a bit. In terms of a campaign world, you have to focus on the interactions and consequences of various planes. A powerful threat in the PC's home plane may challenge the PCs -- but the threat should be powerful enough that it extends to practically all planes.


JeremyK wrote:
What should a DM/world builder know about magic in Pathfinder when designing his/her world?

Something real small and real simple perhaps, but:

In a world where there are people who can cast mending every six seconds, it pays to keep objects light and modular instead of making them sturdy.


VRMH wrote:
JeremyK wrote:
What should a DM/world builder know about magic in Pathfinder when designing his/her world?

Something real small and real simple perhaps, but:

In a world where there are people who can cast mending every six seconds, it pays to keep objects light and modular instead of making them sturdy.

Mending has a 10 minute casting time, but yeah, we get what you are saying.

Dark Archive

1 person marked this as a favorite.
JeremyK wrote:

What should a DM/world builder know about magic in Pathfinder when designing his/her world? I'm assuming in a "lived in" world where certain magics are common place society would develop differently. For example, a jail cell is unlikely to hold a powerful wizard... not something we have to worry about in the real world.

Stuff from earlier editions pretty much still applies. The old advice to lock a wizard in a suit of platemail, or to gag his mouth, if you want to keep him prisoner, remains a viable option. (A more brutal and permanant option would be to cut out his tongue and break all his fingers, but I'm gonna assume that the wizard isn't being held captive by the Spanish Inquisition.) Less drastic (and less costly) would be to just lock his hands behind his back in armored gauntlets, and use the gag. For the wizard who happens to have a silent teleport memorized to escape such a situation, well, you wouldn't have captured him in the first place, and he probably deserves to get away... :)

Food and water can be created magically, but the food requires a pretty high level cleric who won't be removing any diseases that day, so it really won't make a significant difference. At will create water, on the other hand, will make a significant difference *from what we'd expect*, but since this exists in the game world, and always has, it's safest to assume that current population figures already account for acolytes using this spell to improve quality of life (particularly to enhance viability of life and agriculture in desert cultures, etc.).

Magical healing isn't great. Sure, injuries can be made to go away with cure light wounds, but illness is a big deal, and requires a 5th level cleric to cure (and even they might not succeed, against a pernicious disease, or if you just suck at rolling those fort saves). The damage done by a wasting disease requires yet another spell, such as lesser restoration, to counter, so some cured patients won't feel cured for a few days. And many diseases might end up re-infecting a cured patient within hours of him getting home and sitting down on the bed where he was coughing up phlegm the last three days... (Doh! 375 gp, down the drain!) Disease can spread ridiculously fast, and there's almost no chance remove disease will do more than fractionally slow it down, since, unless the entire town is composed of 5th level clerics, there just won't be enough spells to go around.

In short, thanks to the levels required to effectively create food or remove disease, there's not going to be much to worry about in the way of society-changing stuff there.

Anyone who builds a fortification is going to likely be aware that there are creatures that can burrow, and creatures that can fly, and creatures that can flat out walk through walls, and most of them are quite rare. Don't build on packed earth, build on stone, which will keep at least some of the tunnelers out. Design those battlements with a roof, to protect them not just from falling arrows, but also from flying attackers.

Strung cables or fancy banners (hung on chains, instead of ropes), securely fastened to cornerstones could also annoy flying creatures attempting to maneuver between city buildings. (And piss off Spider-Man.)

More exotic solutions are always possible. If your city is built over heck-only-knows what, capture a breeding population of otyughs and shove them down there, and then lock all of the sewer exits to the surface with ridiculously strong gates. Dumps slaughterhouse offal down the chute on a daily basis from the various butchers and whatnot, and keep the beasties happy. Anything tunneling up from below will have to get past the 'garbage-men.' (An evil city could instead toss their dead down there, using animate dead to turn them all into skeletons and zombies, and just turning them loose with standing orders to kill anything living that infiltrates below the city.)

Hazardous critters could serve utilitarian functions. Green slime, kept in a central waste-disposal pit, could transform all of the cities organic waste into yet more green slime, which is burned down every few days by mages, who toss a few fireballs down the shaft. Brown mold could be used for refrigeration, kept very carefully controlled. Much, much safer, even a smaller town might have a town hedge wizard, who sends his first level apprentice out to the fish market each day when the fishermen come in to cast ray of frost on the days catch, and freeze them for storage and transport to distant markets. Such a 'working mage' could also freeze water, to keep the various 'iceboxes' in the town functioning.

That same young mage, hating his job, could also use acid splash to handle waste disposal. At just 1st level, a single Sorcerer or Wizard could be assigned to wander around town casting acid splash and ray of frost for particular clients (who pay him bupkiss, since he's an apprentice, the 'unpaid intern' of the magical medieval society), praying for the day he passes his year(s) of apprenticeship and can go on to something more exciting than casting cantrips all day long for urban maintenance.

Crime and punishment has the new twist of using lesser geas or bestow curse or mark of justice spells to enforce prohibitions, rather than relying on incarceration. When a 5th level priest is called to adminster punishment, and puts a curse on you to suffer several hours worth of horrible incapacitating pain in your gonads whenever you attempt to violate whatever law you violated to get in trouble in the first place, that's a pretty effective way to discourage recidivism.

Offenders may also have a prominent glowing arcane mark (or mundane tattoo lit by continual-fire-enspelled inks) on their forehead, just to make sure that everybody knows their offense. A magic mouth, set to announce their crime whenever they trigger it's activation clause, could also be considered appropriate. "Yeah, that's Marcellus the Pickpocket. Everytime he enters or leaves the merchants quarter, and every time he passes within arms length of someone while in the city walls, that creepy judge-lady's voice comes from nowhere and says, 'Beware, I am a pickpocket.'"

Grand Lodge

Kierato wrote:
VRMH wrote:
JeremyK wrote:
What should a DM/world builder know about magic in Pathfinder when designing his/her world?

Something real small and real simple perhaps, but:

In a world where there are people who can cast mending every six seconds, it pays to keep objects light and modular instead of making them sturdy.
Mending has a 10 minute casting time, but yeah, we get what you are saying.

Given the minimum NPC cost for casting that spell, it's not an expense the average peasant would want to deal with on a regular basis.


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LazarX wrote:


2. What you describe is simmilar to by degree to these two scenerios.

A. Before it got virtually erased from existence by the Darkness Cormyr require all arcanists beyond the lowest levels to register with the War Wizards if they were native born or were going to stay in the country for more than a couple of days.

B. In Dave Arneson's Blackmoor D20 setting, The Wizards Guild has convinced the ruling body that sorcerers (due to thier tendency to explode the area around them when they come into thier powers) need to be hunted down and rounded up. As such Sorcerer posses are rather common and have occaisonally wound up stringing a mis-identified wizard or three.

Iiiiiiiiinterestiiiiiiing - I shall check these puppies out.

With EXTREME PREJUDICE

Now, dance with me LazarX. Dance with me iiiiintoooo oblivion...

*shakes fist*


There's no XP drain on magic items. It means that the only limit to item crafters is cash really. There should be more magic shops.

Item crafting can go wrong and produce cursed items. You do not want to buy a wand of fireballs that the intern made on Friday afternoon at 3 o clock.


Set wrote:


At will create water, on the other hand, will make a significant difference *from what we'd expect*, but since this exists in the game world, and always has, it's safest to assume that current population figures already account for acolytes using this spell to improve quality of life (particularly to enhance viability of life and agriculture in desert cultures, etc.).

I´d say, level 0 spells are only mechanically (by the RAW) unlimited in usage. You need magic energy to power them, however it´s such a low amount that you can act like it´s unlimited for purposes of adventuring - but not for agricultural means (well, it would suffice for a small field in the desert, so you´d be able to nourish yourself and some friends but not for nourishing a whole village)

On the other hand, controll weather and that fertility spell should work well, I could even imagine a war that started when weather controll spells drawed the rain of one region to a distant one, rendering a desert into a paradise while causing a drought someplace else... (


Ksorkrax wrote:
Set wrote:


At will create water, on the other hand, will make a significant difference *from what we'd expect*, but since this exists in the game world, and always has, it's safest to assume that current population figures already account for acolytes using this spell to improve quality of life (particularly to enhance viability of life and agriculture in desert cultures, etc.).

You need a LOT.. and i mean a LOT of water to grow crops in the desert. Between what soaks into the sand, gets burned off by the sun, you're lucky if half of it stays with the crop long enough to do any good.

Create water is 2 gallons per level. Every 6 seconds for lets say 8 hours. You're going to want to start before the sun comes up and NOT.. i repeat, NOT water near noon. The water droplets act like magnifying glasses and actually burn the plant.

2 gallons/6 seconds *60 seconds/minute *60 minutes per hour *8 hour working day= 9,600 gallons.

A 500 dollar water pump can put out 400 gallons per minute, and was enough for a small villiage. (the water was channeled to the crops via canal once it was over the river.)

I´d say, level 0 spells are only mechanically (by the RAW) unlimited in usage. You need magic energy to power them, however it´s such a low amount that you can act like it´s unlimited for purposes of adventuring - but not for agricultural means (well, it would suffice for a small field in the desert, so you´d be able to nourish yourself and some friends but not for nourishing a whole village)
On the other hand, controll weather and that fertility spell should work well, I could even imagine a war that started when weather controll spells drawed the rain of one region to a distant one, rendering a desert into a paradise while causing a drought someplace else... (


I think a major difference between Pathfinder and 3.5 is the fact that 0-level spells are now an unlimited resource.

For example, a healer with Stabilize can walk through a battlefield and keep anybody who is hit from dying, assuming the guy who was hit was not killed by the blow, and assuming she can get to him in time. Thus, a lot more people should be able to survive a battle unless the winners are ruthless enough to coup de grace the other side.

(And even then, a lot more of the guys on the winning side should be able to come through.)

In 1st edition, I used as a rule of thumb that about a third of the "downed" fighters in a battle could be stabilized and stitched up. In 3.5, there is not enough healing magic to make a big difference, and what healing magic exists is probably used to keep fighting characters on their feet and fighting, so the 1/3 rule still works. In Pathfinder, however, it depends on the ratio of healing spellcasters in the army, and it is reasonable to assume maybe 2/3rds or more of them will make it.

It also becomes feasible to use a cantrip constantly. Want a drink of water? use Create Water. Even in 3.5, you needed to bring along water because the spellcaster might not be able to use precious castings of the spell to provide for you. In Pathfinder, no problem.

I have a Pathfinder sorceress who literally cleans everything she comes across, because she can. She sits down at a table, and she'll use her magic to clean it. Of course she'll clean the chair before she sits down.

I'd say, look through the cantrip lists and think "What if I could cast that spell, over and over, as much as I wanted?"


You might want to check "A Magical Medieval Society - Western Europe". It's a very interesting book on the subject.

Liberty's Edge

BigNorseWolf:
interesting, so the 8 hours of work from an apprentice would be pumped to the fields in 24 minutes. That mean that to keep watered a small village and its fields you need something like 20 apprentices casting create water for 8 hours?

I would say:

1) clerical spells are powered by the gods and the gods want you to be one of their followers or at least follow what they think is the right lifestile.

So, barring monastic communities, most gods/clerics will not expend a lot of energy for a city unless most of the people that don't profess his faith in that specific god.

Some gods will not want to support the population even then. And that will not depend only on alignment.

The clergy of Iori don't seem to care much for the unenlightened and/or for people that will not work for his self advancement, so I will see them doing little for the populance at large.

The clergy of Asmodeus is interested in dominating the population and making them dependant from you is one of the best way, so they will be more willing to help you, for a price, obviously.

2) The church is a power structure, even if the religion tenets are very liberal and helping the people is one of the central factors they will use it to seize power.

3) For the difficulty of keeping a plague in check with magic check the Seven days to the grave. Magic will cure a diseased person but will not prevent the spreading of a plague.

4) Wizards will probably form some sort of Guild and create a different power block from the church. They will be, probably, more willing to be employed by a city/nation but they will ask some serious wage. After all they have gone through an apprenticeship or an university, they aren't people that get power freely.

5) speaking of "getting power freely", the sorcerers (and to a lesser extent the bards) will get that. But it will be somewhat random, your bloodline (at least for NPC) will influence what you get and I see little probability that a sorcerer with a Abyssal or Draconic or Elemental (fire) bloodline will get spells useful for civilization building.

A bard will be great for crowd control and propaganda, but again not the better spells if you want an efficient drainage system.

So to summarize (as I am long winded and could continue for several pages): magic will change some task and alleviate some problem, but it is not a full replacement for technology (and vice versa).


Set wrote:
good stuff...

Thoughtful post, Set.

•For defense of cities/fortifications against flying invisible floes, I recommend a colony of trained Dire Bats. You need a municipal ranger and helpers, but still probably less expensive than highly magical solutions. The bats also keep the pigeon population down and produce valuable guano. Plus they can serve as steeds for small citizens.

•A city might not allow armed and armored travelers to enter, and forbid moving about the streets in armor, or carrying weapons (apart from staves and daggers). The exception would be for officially recognized knightly orders, who earn the privilege by having their low-level members take turns supporting the watch. Similarly, mages' colleges and churches support the watch in exchange for reduced taxes or special rights.

•Watch patrols come in two varieties: normal and elite. In every patrol of either type, two of the members bear horns. Long sustained blasts signal trouble. Rapid short blasts signal magical trouble or monsters. Normal patrols are lightly armored warriors. Elite patrols are like normal patrols, but with better equipment, and supported by a knight and a wand-wielding spellcaster.

Dark Archive

Exle wrote:
•For defense of cities/fortifications against flying invisible floes, I recommend a colony of trained Dire Bats. You need a municipal ranger and helpers, but still probably less expensive than highly magical solutions. The bats also keep the pigeon population down and produce valuable guano. Plus they can serve as steeds for small citizens.

Just as jockeys are selected from the smallest adults, and children are sometimes chosen as drug-runners because they are less likely to serve hard time if caught, a city with dire bats (oversized eagles / owls, etc.) used in this manner would likely have both children and halflings trained to be used as messengers and small-item couriers around town.

Other messenger services might involve the use of low level wizard or adept familiars. While it wouldn't be Hogwart's by any stretch of the imagination, with owls flying all over the place, the wealthy and well-connected might send messages to each other all over town by handing off a letter to a raven, hawk or owl in service to the family adept 2 or apprentice wizard 1.

The regular folk, with no access to such magical shortcuts, would likely take hours, if not days, to learn of events that occured just across town, and, in some cases, an advantage of hours could make a large financial difference (a food merchant at the bazaar finding out about a new shipment arriving at the docks several hours before the other merchants, and reducing his prices appropriately, knowing that the value of these wares will plummet once the fresher produce has been unboarded and transported to the market, for instance).


Diego Rossi wrote:

BigNorseWolf:

interesting, so the 8 hours of work from an apprentice would be pumped to the fields in 24 minutes. That mean that to keep watered a small
Quote:
village and its fields you need something like 20 apprentices casting create water for 8 hours?

yup. And small villages don't usually have 20 apprentices. The population mechanics makes even adepts sort of rare.

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I would say:

1) clerical spells are powered by the gods and the gods want you to be one of their followers or at least follow what they think is the right lifestile.

So, barring monastic communities, most gods/clerics will not expend a lot of energy for a city unless most of the people that don't profess his faith in that specific god.

I think a free market of faith would NECESSITATE spending energy on people. If you don't, some other faith will. Who are you going to pray to, A sun god who's clerics preach at you, or a fire god who's handing out ever burning torches to light your dark and dangerous streets, tossing out cure spells to the sick, and fireballing invading armies at your gates?

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The clergy of Iori don't seem to care much for the unenlightened and/or for people that will not work for his self advancement, so I will see them doing little for the populance at large.

Libraries, trade schools, mage schools, engineering classes

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The clergy of Asmodeus is interested in dominating the population and making them dependant from you is one of the best way, so they will be more willing to help you, for a price, obviously.

first taste is always free.

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2) The church is a power structure, even if the religion tenets are very liberal and helping the people is one of the central factors they will use it to seize power.

I think the polytheism would keep keep that to a minimum. If the church of X is being uppity and cuts you off from cures and won't raise your assassinated king, then you convert to Y.

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3) For the difficulty of keeping a plague in check with magic check the Seven days to the grave. Magic will cure a diseased person but will not prevent the spreading of a plague.

The fewer carriers you have the harder it is to spread. So if you combine cure disease with a good old fashioned quarantine you should be ok.

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4) Wizards will probably form some sort of Guild and create a different power block from the church. They will be, probably, more willing to be employed by a city/nation but they will ask some serious wage. After all they have gone through an apprenticeship or an university, they aren't people that get power freely.

yeah. Despite their reputation as living in a tower somewhere, wizards are the class that benefits the most from dealing with members of their own class.

5) speaking of "getting power freely", the sorcerers (and to a lesser extent the bards) will get that. But it will be somewhat random, your bloodline (at least for NPC) will influence what you get and I see little probability that a sorcerer with a Abyssal or Draconic or...

These would probably be like commoners coming up through the ranks out of nowhere, like merchants.

RPG Superstar 2012 Top 16

For an unlimited healing effect, the Healing Reserve feat from 3.5 can bring unlimited numbers of people back to half health over time. One healer can basically take care of an army.

And don't forget Insignia healing. Anyone with an insignia within a huge area (1000'?) gets the benefit of a Cure Moderate Wounds. That's a huge amount of mass healing.

Also, on the Polytheism thing...if you switch gods so readily, what makes you think the newest god is going to give a damn about you? Any little problem, you're just going to switch again. They'll play your game just like you...the true faithful get rewarded, and those sucking up for spells will, in the end, get the shaft.

==Aelryinth


Aelryinth wrote:


Also, on the Polytheism thing...if you switch gods so readily, what makes you think the newest god is going to give a damn about you? Any little problem, you're just going to switch again. They'll play your game just like you...the true faithful get rewarded, and those sucking up for spells will, in the end, get the shaft.
==Aelryinth

What you're referring to is henotheism, not polytheism. In the standard polytheistic 3.5/PRPG worldview, the average peasant is polytheistic, while only zealots, lay-priests, and clerics are going to be henotheistic about any given religious power.

RPG Superstar 2012 Top 16

Daviot wrote:
Aelryinth wrote:


Also, on the Polytheism thing...if you switch gods so readily, what makes you think the newest god is going to give a damn about you? Any little problem, you're just going to switch again. They'll play your game just like you...the true faithful get rewarded, and those sucking up for spells will, in the end, get the shaft.
==Aelryinth
What you're referring to is henotheism, not polytheism. In the standard polytheistic 3.5/PRPG worldview, the average peasant is polytheistic, while only zealots, lay-priests, and clerics are going to be henotheistic about any given religious power.

No...what I'm saying is that if you rely on one god for all your healing (as a people, not a person), and then for some reason he starts cutting you off, en masse switching worship to another god might not be as productive as you think. gods might just resent faith being sold like merchandise, and only supplicating gods when you want something from them is going to be like beggars standinga roudn with their hands out all the time.

Unless, of course, getting you to turn away from your previous god was a scheme of the newcomer the whole time, a feat which is generally a first step on that road of good intentions.

===Aelryinth


But its unlikely to be en masse, 100% switch. If the god of war is your main deity, you're likely to have temples to the gods of crafts, maybe a preist of knowledge, a shrine to travel etc. So if the god of war cuts you off , you already have a decent working relationship with the temples of the other gods. The other gods are only likely to step in if it was a matter of severe blasphemy rather than something that one god didn't like.

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