Why is there death in Pathfinder?


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Drachasor, if all these things you claim are true, why is the world still such a s*** place to live in?


Icyshadow wrote:
Drachasor, if all these things you claim are true, why is the world still such a s*** place to live in?

Since making the arguments for one high-level caster making a utopia or otherwise fundamentally alter the world are a bit more difficult to make, I've switched to an easier argument; that the magic in the setting would result in a world that's almost unrecognizable as a medieval setting. Further, claiming one person could make a utopia isn't the same as saying the whole world would be one.

Thank you for reminding me. I don't believe anyone addressed the issues of how one crazy wizard can teleport around as a terrorist and be almost unstoppable -- it's just too hard to ward against teleport. There are a million other ways that would alter the setting to at least be more like our world and a lot less like a fantasy world. Though of course given how some magic works it wouldn't be an exact parallel by any means.

There would certainly be vast difference. We don't have a magic square you can step on to eliminate any disease you have. We don't have the capability to make infinite clean water. We don't have the capability to make machines that do work indefinitely without needing more power. Breaking a bunch of natural laws helps a great deal with many problems.

But of course with the ease of doing evil, there's going to be a magical arms race. Something we see no evidence of in the setting. Cities aren't defended from magical attacks to any reasonable degree it seems.

And the arguments against it? Oh, everyone in power is for the status quo. No one does insane attacks, unless it is to preserve the status quo. No one can go against the status quo and live. It doesn't matter if those in power only benefit, because as we all know, the people in power favor things that don't benefit them, right? And they always agree on the status quo too. If they don't agree, they certainly won't try to use magic with a smidgeon of sense to hurt the other side. This does not make sense and it is very unrealistic.

It's far saner to admit there are major implications about magic which don't really make any sense in the setting. Then handwave it. But it seems people here aren't willing to own up to the fact the setting is quite unrealistic.


I could work that into my setting with the gods maintaining the status quo when the mortals try to overstep their boundaries.

Of course, this is a secret to all beings that are not deities of some sort or devils who trade these secrets for souls.

Liberty's Edge

Icyshadow wrote:

Hey, I said I like being optimistic. I'm not so cynical as to completely dismiss altruism as naivety. I reject nihilism and pessimism!

Sometimes, people do surprise me with random acts of kindness that will never benefit them since they are just strangers to me, as I am to them.

Despite that, I am ready to accept that these people are an exception rather than the norm. It's just the way life usually works in this crapsack world of ours.

You don't live in a world where a troll ripped your best friend apart in front of your eyes, or a necromancer reanimated your cousin as some vile monster.


Replace troll with truck, and necromancer reanimating my cousin with maggots eating his corpse so badly it LOOKS like a vile monster.

Liberty's Edge

Drachasor wrote:
ShadowcatX wrote:
Having people everywhere that are willing to take advantage of others, or are willing to fight to keep the status quo is absurd? I don't think you and I even have remotely the same view of people.

No, you have not made any argument about what such people would GAIN by stopping healthcare in a medieval setting. Seriously. If some schmuck goes in and makes people healthier, then the lords benefit, the drug cartels benefit, etc, etc.

Again, the people stopping basic health care lack motivation. Shouting "status quo" does not provide one.

Yes it does. A healthy, well fed, educated populace is harder to control than one who is starving.

Quote:
ShadowcatX wrote:
Religion. Protecting the status quo. Angry that person X in their past didn't get healing and these people are. Maybe they just flat don't trust magic and oppose those who use it. Whatever.
Weak. Far more people benefit. Using your reasoning free clinics would get burned to the ground and be unable to function.

I love how you ask for reasons, then when presented with those reasons you dismiss them as "weak" without actually addressing any of them. And are you claiming that no free clinic has ever been burned to the ground? I can think of several bombings that have targeted clincics.

That said, of course more people benefit if good thrives, do you think evil cares about how many people benefit?

Quote:
ShadowcatX wrote:
One, the drug cartels didn't gain power until well after the stone age. Two, some innovations help the cartels, but putting power into the hands of the people isn't it. Think of your super altruistic cleric as someone going into the worst possible drug cartel area and opening a no charge, 100% success rate, get off of drugs clinic. How long do you think he'd last?
You don't know how drugs work I guess. Curing the symptoms doesn't stop the addiction. The free clinic would make the cartels MORE profitable by stopping untimely deaths and making the community richer.

Who said anything about symptoms, because I didn't. I said it had a 100% success rate of getting people off of drugs. Again, read what I write and respond to what I write. Not what you imagine I write.

This is what I mean when I say the motivations you are proposing don't make sense and aren't sufficient. It's not in the best interest of those in power to stop free healthcare in a setting where someone isn't already providing it at a profit. Even then, you'd have free health care clinics pop up. Drug cartels don't regularly burn them to the ground -- the most you might get is pressure to provide drugs or the like, but where the healing is magical that won't happen.

Your entire argument rests on there ALWAYS been someone who opposes their own self-interest, the community interest, etc. And this person ALWAYS has to be more capable than the community and everyone else who gains, because you can't let the radical be stopped. And of course, revolutions can never work either.

I know this has been pointed out before but you don't seem to grasp the concept, but it is much easier to do evil than it is to do good. $100 bucks and a google search can undo millions of dollars of good works.

Quote:
This is not supported by the basic facts of the setting, the alignments in the game, the religions in the game, etc.

Funny, I'm able to run the game as written, where as your arguments require a complete rewrite of the whole world, yet I'm the one whose position is unsupported by the basic facts of the setting?

Liberty's Edge

Icyshadow wrote:
Replace troll with truck, and necromancer reanimating my cousin with maggots eating his corpse so badly it LOOKS like a vile monster.

The truck didn't intend to do what it did, and the corpse didn't rise up and attack you and force you to fight for your life.


Because Pathfinder, like many other editions of D&D failed to properly nerf magic.

Dark Archive

Drachasor wrote:
Thank you for reminding me. I don't believe anyone addressed the issues of how one crazy wizard can teleport around as a terrorist and be almost unstoppable -- it's just too hard to ward against teleport. There are a million other ways that would alter the setting to at least be more like our world and a lot less like a fantasy world. Though of course given how some magic works it wouldn't be an exact parallel by any means.

This discussion is why I have set a few ground rules in my campaigns for years now.

1) There are no magical sweatshops where mages churn out magical items for the populace. Aside from potions, scrolls, and the occasional wand, every magical item of any significance has a history about it. Even that +1 dagger was made BY someone FOR someone.

2) Raise dead/resurrection requires that the individual WANT to return, which most do not. Return from a virtual paradise (assuming you were a good creature) to the real world of hard labor, squalor, and poverty (unless you were royalty, etc.)? Yeah, right. Even if the soul wishes to return, the soul's deity must be willing to permit it. Many are not, especially in the case of evil beings. Finally, the costs of both raise dead and resurrection are prohibitively expensive.

3) In the case of teleportation, I have long ruled that certain ingredients in the mortar can block teleportation and astral travel. These are usually rare and difficult (but not impossible) to find,such as basilisks blood or dragon's blood.

Dark Archive

I did, however, liberate the rules in the Black Company Campaign Setting for items of quality and use a variant of those rules n my campaign to replace a lot of the low-level magical items.


Burning massive resources to keep people alive is a much more viable proposition when death is more of a mystery.

In a world where the afterlife is a certainty, it takes a bit of the urgency out of the issue.

Dark Archive

Deyvantius wrote:
Because Pathfinder, like many other editions of D&D failed to properly nerf magic.

I don't think this is the case (well, it is - for 3.0 and on, including PF, but not for this argument).

As I said earlier in the thread, people will fall all over themselves to prove how magically, structurally and economically sound the game world is/can be with magic - and you guys/gals proved no different.

Part of the Problem
What d20 fantasy gaming fails to do, and continues to do so - is to divorce wealth/Gold with magic.
1st and 2nd ed had this separation for most of their existence since item creating was limited as was purchasing magic items, but there still was some gold = magic item correlation in those editions. But because item creation and purchase was supposed to be rare/non-existent, magic economies were curbed. As were spammable/heavily cycling powers – you couldn’t build a device that gave you unlimited steam, or heals every hour without expending greater resources than the item was giving; i.e. the concept of Diminishing Returns. The concept of DR, imo, should be the default rule governing the use of ALL magic (item creation, cost to use) or we quickly end up in the land of stupid.

-----------------------------------

The Real Problem
People are arguing (and trying to create reason) around rules, powers and mechanics which were fundamentally designed to facilitate a limited dungeon bashing experience that came out of wargaming in the mid 1970’s. Dealing with the "reasoning" presented here by both sides is like listening to a debate between warring priests of splinter faiths who belong to the same cargo-cult.

The game doesn't make sense; the abilities are legacy abilities from a time when their existence was not thought out beyond the scope of Players vs. Objective (Dungeon). As the years have passed on and editions, power and scope of the "game world" have been expanded, there have been weak (incredibly weak) rationale and attempts to make it come together – none of which make sense.

Making it all work in a logical or consistent fashion such a tiresome retcon, I don't see the point in it (and one of the reasons why I don't really like running this game). You would need to change the cost, availability, use, counters to (which hardly exist) and consequences of magic and on top of that deal with the frequency of casters types (and population) and the impact of monsters. Under these rules with the sheer amount of available magic (and use/abuse) it just doesn’t seem to make sense or be worth the effort.

----------------------------------

TL;DR – Just play the game and stop trying to create some kind of rhyme or reason; this goes to both sides arguing the same thing from two different perspectives. Use what works for you, but don't try to make sense or provide reason for the why's, because their isn't one.


Given a world made for adventures, you have to work to make sense of it. It's rewarding to build up the world, not tear it down. You may not be able to fill in every gap, but you can come up with satisfactory answers to a lot of questions, and that makes for a more solid game world.

This is a case where it's perfectly reasonable to argue in a biased manner, because the answer 'the world makes no sense' doesn't benefit anyone.
So we can say that Raise Dead doesn't work for most people, but it does for adventurers, because of Destiny. Why haven't good clerics eliminated all disease? Because there aren't enough of them, and because there are pro-disease clerics too. Characters who can cast 8th level spells are almost unheard of (because if they were common the world would be very different), and the ones who are trying to do good might wind up travelling to other planes to deal with bigger problems, or creating a single small utopian nation where adventures never take place.
And if all else fails, you can blame divine intervention.

Dark Archive

Matthew Downie wrote:
Given a world made for adventures, you have to work to make sense of it. It's rewarding to build up the world, not tear it down. You may not be able to fill in every gap, but you can come up with satisfactory answers to a lot of questions, and that makes for a more solid game world.

Which is why I said

Exalted Red Dragon wrote:
Use what works for you

-

My problem is when people attempt to explain away game mechanics as the universal truth with sound reasoning behind the "hows" and "whys". Walking and chewing bubble gum at the same time - oh that's just constantly taking a 10, fall 50 feet for 5d6 damage, oh - characters in D&D are different from everyone else (where a 6th level NPC class character could also survive the fall). My point being was - make your own explanation, create your own consistency because as per RAW, it doesn't exist. Never did, and probably under this rule set, it never will.

Create your own consistency, but in effect - none of you are more correct than the next guy. Which is okay, unless of course you start arguing and stating that your reasoning to conclusion is the one true way of how the world works - which is what people are doing here.

Matthew Downie wrote:
This is a case where it's perfectly reasonable to argue in a biased manner, because the answer 'the world makes no sense' doesn't benefit anyone.

The game world as written does not make sense.

Bickering about who is right about how to interpret all the wrong doesn't help the matter. Instead of making personal suggestions, people in this thread are arguing points like there is a right way to accommodate or fix any of it. I don't mind each DMs take on how to address the problems that magic and class powers create (just as you did with your post), but when people start arguing about unknown variables when all the inconsistancies are derived from legacy dungeon bash class abilities I feel like I'm in crazy town.

Also, if you are running straight old school, one-shot modules the world does make some sense. It makes the most sense actually. We don't worry about the magic item economy when you are stuck on the Lost Island of Castanamir - you just play the module with what you have and not worry about the ramifications of spammable mending on the those who ply in tinkering or repairing as their trade back in town.

When you are playing The Forbidden City, you are just probably using Raise Dead to bring back one of the PCs who died while facing the hazards of that module (it's the intended use of that spell for the game).

Matthew Downie wrote:

So we can say that Raise Dead doesn't work for most people, but it does for adventurers, because of Destiny. Why haven't good clerics eliminated all disease? Because there aren't enough of them, and because there are pro-disease clerics too. Characters who can cast 8th level spells are almost unheard of (because if they were common the world would be very different), and the ones who are trying to do good might wind up travelling to other planes to deal with bigger problems, or creating a single small utopian nation where adventures never take place.

And if all else fails, you can blame divine intervention.

This is all great and good as far as suggestions go, but this is not per RAW nor is it even conceptually supported by Paizo in their products. I wish some of it was - or that some reasoning was given behind each; ability, spell, item, power or creature introduced into the game world - but sadly - that isn't the case.


Deyvantius wrote:
Because Pathfinder, like many other editions of D&D failed to properly nerf magic.

It's funny, but I have a friend that doesn't like playing Pathfinder/D&D mages because she finds them too weak. She compares them to the "great mages of fantasy fiction" and finds them wanting. Now I've read a lot of fantasy, and rarely have I found those mages to be super powerful in the sense that she wants. I've even pointed out that her biggest complaint, not enough spells, that most fantasy fiction has limitations on how much spell casting someone can do.

Grand Lodge

Drachasor wrote:
You really underestimate the power of magic. Even if you ignore the ways to just make money out of nothing by 9th level, there are still tons of magical items and other effects that cost a lot less than they give. Add to that the fact that magical items last for a very, very long time. There's really no comparison to the real world here. Heck, make a Staff of Wishes and it pays for itself in less than a year..

You forget one basic assumption. Golarion is a world of GrimDark, Not Cheesewiz. Golarion, (especially the setting presented in PFS) follows a subset of the game mechanics, not the complete book. Assume that the subset pretty much forbids cheesing of the game mechanics, (no wishes in staves, in fact Wish may be an unknown spell to even most of the Archmages of Golarion!)

And most of the ways of "making money out of nothing" tend to smash to pieces when thrown against the wall of even a halfway realistic economy.


WhtKnt wrote:
Drachasor wrote:
Thank you for reminding me. I don't believe anyone addressed the issues of how one crazy wizard can teleport around as a terrorist and be almost unstoppable -- it's just too hard to ward against teleport. There are a million other ways that would alter the setting to at least be more like our world and a lot less like a fantasy world. Though of course given how some magic works it wouldn't be an exact parallel by any means.

This discussion is why I have set a few ground rules in my campaigns for years now.

1) There are no magical sweatshops where mages churn out magical items for the populace. Aside from potions, scrolls, and the occasional wand, every magical item of any significance has a history about it. Even that +1 dagger was made BY someone FOR someone.

2) Raise dead/resurrection requires that the individual WANT to return, which most do not. Return from a virtual paradise (assuming you were a good creature) to the real world of hard labor, squalor, and poverty (unless you were royalty, etc.)? Yeah, right. Even if the soul wishes to return, the soul's deity must be willing to permit it. Many are not, especially in the case of evil beings. Finally, the costs of both raise dead and resurrection are prohibitively expensive.

3) In the case of teleportation, I have long ruled that certain ingredients in the mortar can block teleportation and astral travel. These are usually rare and difficult (but not impossible) to find,such as basilisks blood or dragon's blood.

You mean exactly like the spell actually says?

Raise Dead said wrote:
"In addition, the subject's soul must be free and willing to return."

The best houserules are the ones in the corebook.

Grand Lodge

LazarX wrote:
Assume that the subset pretty much forbids cheesing of the game mechanics, (no wishes in staves, in fact Wish may be an unknown spell to even most of the Archmages of Golarion!)

I think Legacy of Fire makes that impossible.

Liberty's Edge

TriOmegaZero wrote:
LazarX wrote:
Assume that the subset pretty much forbids cheesing of the game mechanics, (no wishes in staves, in fact Wish may be an unknown spell to even most of the Archmages of Golarion!)
I think Legacy of Fire makes that impossible.

Legacy of Fire is also not a Pathfinder product.


So we have an opportunity to make new characters.

Grand Lodge

ShadowcatX wrote:
TriOmegaZero wrote:
LazarX wrote:
Assume that the subset pretty much forbids cheesing of the game mechanics, (no wishes in staves, in fact Wish may be an unknown spell to even most of the Archmages of Golarion!)
I think Legacy of Fire makes that impossible.
Legacy of Fire is also not a Pathfinder product.

o.O

Wat.


It's 3.5, I believe. It's under the pathfinder name, but not game system.

Liberty's Edge

Cheapy wrote:
It's 3.5, I believe. It's under the pathfinder name, but not game system.

Right in 1.


ShadowcatX wrote:
Cheapy wrote:
It's 3.5, I believe. It's under the pathfinder name, but not game system.
Right in 1.

Not that the system has changed much. I mean really. Wish was stronger and easier to abuse back in 3.5. Beyond that, not much has changed (wish is actually pretty mild now, though unlimited wishes via genies is still a pretty sweet deal from a world-affecting perspective).

Grand Lodge

ShadowcatX wrote:
Cheapy wrote:
It's 3.5, I believe. It's under the pathfinder name, but not game system.
Right in 1.

So none of the 3.5 AP events count as canon until they are updated to PF? I doubt that.

Liberty's Edge

TriOmegaZero wrote:
ShadowcatX wrote:
Cheapy wrote:
It's 3.5, I believe. It's under the pathfinder name, but not game system.
Right in 1.
So none of the 3.5 AP events count as canon until they are updated to PF? I doubt that.

Rather they count as canon for story purposes or not, they are for an entirely different game system.

Grand Lodge

...which still means that knowledge of wishes is out there.

And if you need a PF source for that, there's pages 74 and 130 of the Inner Sea World Guide.


Deyvantius wrote:
Because Pathfinder, like many other editions of D&D failed to properly nerf magic.

Could this have something to do with the idea that a D&D with nerfed magic wouldn't really feel like D&D? I mean, really, Paizo wanted to pick up the mantle of 3.5/OGL D&D. Why would they radically change one of the game's defining subsystems?


ShadowcatX wrote:
Drachasor wrote:
ShadowcatX wrote:
Having people everywhere that are willing to take advantage of others, or are willing to fight to keep the status quo is absurd? I don't think you and I even have remotely the same view of people.

No, you have not made any argument about what such people would GAIN by stopping healthcare in a medieval setting. Seriously. If some schmuck goes in and makes people healthier, then the lords benefit, the drug cartels benefit, etc, etc.

Again, the people stopping basic health care lack motivation. Shouting "status quo" does not provide one.

Yes it does. A healthy, well fed, educated populace is harder to control than one who is starving.

You wonder why I dismiss what you are saying when you say stuff like this. It's the unhealthy, poorly fed population that's harder to control and more likely to rebel. Feed, entertain, and provide health for the population and rebellion will not be on the top of their minds.

And yes, I acknowledge people can run games in the current system. This only works by everyone pretending that spells wouldn't dramatically affect the setting far, far more than they do. A shared conceit does not make a setting realistic. Overlooking intrinsic problems does not make it realistic.

LazarX wrote:
You forget one basic assumption. Golarion is a world of GrimDark, Not Cheesewiz. Golarion, (especially the setting presented in PFS) follows a subset of the game mechanics, not the complete book. Assume that the subset pretty much forbids cheesing of the game mechanics, (no wishes in staves, in fact Wish may be an unknown spell to even most of the Archmages of Golarion!)

It has all the spells in the Core Books last I checked. I don't recall the Galorian books excluding any spells, spell traps, or the like. In fact, adventures have spell traps explicitly. So I don't really see what your point is...unless you are trying to point out how unrealistic the world is.

And Galorian isn't all that Grimdark, imho.

LazarX wrote:
And most of the ways of "making money out of nothing" tend to smash to pieces when thrown against the wall of even a halfway realistic economy.

They'd completely changed how the economy work. Wizards using Fabricate to make some quick cash would rapidly change the prices of items. Etc, etc, etc. Is your point that the game economy is not even halfway realistic? That's my point too.

Really I am just saying what Auxmaulous. The game world does not make sense if you really analyze it and the implications of the magic in the setting. Trying to rationalize it gives you paper-thin excuses. This is, in fact, one of the reasons mid to high level casters can be problematic for a DM.

Grand Lodge

TriOmegaZero wrote:
ShadowcatX wrote:
Cheapy wrote:
It's 3.5, I believe. It's under the pathfinder name, but not game system.
Right in 1.
So none of the 3.5 AP events count as canon until they are updated to PF? I doubt that.

Many of the 3.5 books have flagrant errors in them. (The infamous "Paladins of Asmodeus" passage comes to mind), in part because of error, in others because they reflect a world that's different from the final product Pathfinder Golarion came to be, in others like Elves of Golarion, don't reflect the current ruleset. They have to be judged on a case by case basis.

Liberty's Edge

Drachasor wrote:
ShadowcatX wrote:
Drachasor wrote:
ShadowcatX wrote:
Having people everywhere that are willing to take advantage of others, or are willing to fight to keep the status quo is absurd? I don't think you and I even have remotely the same view of people.

No, you have not made any argument about what such people would GAIN by stopping healthcare in a medieval setting. Seriously. If some schmuck goes in and makes people healthier, then the lords benefit, the drug cartels benefit, etc, etc.

Again, the people stopping basic health care lack motivation. Shouting "status quo" does not provide one.

Yes it does. A healthy, well fed, educated populace is harder to control than one who is starving.
You wonder why I dismiss what you are saying when you say stuff like this. It's the unhealthy, poorly fed population that's harder to control and more likely to rebel. Feed, entertain, and provide health for the population and rebellion will not be on the top of their minds.

That depends actually. Do those things and then the populace will want things like education, representation in the government, equal rights, etc. However, if you keep them right at the line of not having enough food, but not starving to death, then they don't have time for rebellion.

I'd suggest reading up on Maslow's hierarchy of needs.

Quote:
And yes, I acknowledge people can run games in the current system. This only works by everyone pretending that spells wouldn't dramatically affect the setting far, far more than they do. A shared conceit does not make a setting realistic. Overlooking intrinsic problems does not make it realistic.

Except that it isn't a shared conceit. Just because you've got blinders on and fail to see how it doesn't have to be your way doesn't mean it has to be your way.


Bill Dunn wrote:
Deyvantius wrote:
Because Pathfinder, like many other editions of D&D failed to properly nerf magic.
Could this have something to do with the idea that a D&D with nerfed magic wouldn't really feel like D&D? I mean, really, Paizo wanted to pick up the mantle of 3.5/OGL D&D. Why would they radically change one of the game's defining subsystems?

4th Ed did a good job of nerfing magic. Anyone who really wants that can play that game system instead of ruining this one.


Pathfinder Rulebook Subscriber

Simply going by what's in the rules, there aren't enough high-level characters to hold death at bay for everyone, all the time. Most people are level 1 commoners, possibly raising to level 4 by the time they are in late middle age. If you live in a village, the nearest resurrecting cleric is a hundred miles away. Raise dead can be prevented by simply beheading your enemy. Cure disease is nice, but even mid-level clerics can do little more in a month than a modern hospital can do with cutting-edge antibiotics, although they can certainly do it faster. There is nothing in the books that implies a "post-scarcity" economy; training and maintaining a wizard who casts fabricate on a daily basis is no less an undertaking than, in the modern world, training and recruiting someone to run a world-class nuclear power plant. In fact, the nuclear power plant is probably easier, since you can probably get by with a level 6 Expert along the lines of Tesla, Bohr, or Feynman. I would draw a closer parallel between Pathfinder and the early 20th century Gilded Age, where the rich played with cars and coaches with suspension, while the average taxi was just a horse and cart. Similarly, instead of machine guns, artillery, and biplanes, you have wands of burning hands, minotaurs, and griffin cavalry.

It's kind of weird, but it doesn't stop being proper fantasy, any more than when in the 19th century, King Arthur's knights resided in a fantasy middle ages that had more in common with that century than in 7th century (or whatever).


ShadowcatX wrote:

That depends actually. Do those things and then the populace will want things like education, representation in the government, equal rights, etc. However, if you keep them right at the line of not having enough food, but not starving to death, then they don't have time for rebellion.

I'd suggest reading up on Maslow's hierarchy of needs.

I'm not even sure where to start with this.

The wants a people have and what they think is appropriate is heavily influenced by culture. The citizens of Galorian wouldn't even have a decent understanding of half the things you are throwing out there. There are elements that make sense in Galorian, and certainly citizens of good countries not rebelling against their non-democratic rulers is one of them.

Read Maslow's Hierarchy of Needs? Maybe you should try reading some VALID psychological theories. You know, stuff that actually has solid evidence that supports it? Maslow's Hierarchy has been pretty thoroughly debunked. But I suppose that explains part of our different perspectives.

If you want to pretend some conspiracy or power always stops free clinics in Galorian, go ahead. If you want to pretend that the setting given the D&D ruleset isn't incredibly unrealistic, go ahead. Belief does not make things true, much to Maslow's chagrin.

Liberty's Edge

Auxmaulous wrote:
There was no thought put into castle security in a world where teleport exists - there still really isn't an easy long term defense for the tactic (Dimensional Lock is an 8th level spell that only covers a 20 rad area).

First edition you could do that adding gorgon blood to the mortar. And sheets of lead against scrying.

There aren't enough gorgons in the world to cover all the castles, but that make a precedent. Use costly components, specially quarried stone of some such.
Dimensional lock is meant to be a "portable" solution that you can use everywhere, with a casting time of a standard action, so something for adventurers, not something used to prevent access to a specific building forever.

In the 1st edition blocking ethereal travelers was even simpler, they were unable to pass through living things (microbes and bacterias weren't' considered) so a ivy covered building was accessible only through doors and windows, and those could be protected with other means.

BTW, there is a 6th level spell that block teleportation with a long duration: Forbiddance . It has its set of problems but it work.

Auxmaulous wrote:


What in-game mechanics or abilities exist to counter invisibility,

Dogs and anything with scent.

Auxmaulous wrote:


knock,
Knock wrote:


Caster level check against the DC of the lock with a +10 bonus

Impressive at low levels, but as his level increase a Rogue is better than knock.

Level +10 against Disable device +3 (class skill) + dexterity + 2 (Masterwork tools). At fist level the rogue can have the same bonus of the wizard with dex 20. And he can take 20 on the skill check.
Knock don't disable traps and is a limited resource and so on.

Magic can be countered, if needed.

Dark Archive

Diego Rossi wrote:
Auxmaulous wrote:
There was no thought put into castle security in a world where teleport exists - there still really isn't an easy long term defense for the tactic (Dimensional Lock is an 8th level spell that only covers a 20 rad area).

First edition you could do that adding gorgon blood to the mortar. And sheets of lead against scrying.

There aren't enough gorgons in the world to cover all the castles, but that make a precedent. Use costly components, specially quarried stone of some such.

Checking my 1st ed PHB and DMG I cannot find any reference to Gorgons blood blocking teleport. Can you cite your source on that one?

There is a reference point in the 2nd ed MM about Gorgons blood block astral and ethereal travel, but nothing about blocking teleport and not in 1st edition AD&D.

The sheet of lead was mentioned in first and does block low level divination, and I am glad that Gygax put in game. He makes several allusions to "counter magic" spells, yet none were written for the game at the time. At least he mentioned it though. The problem I have with this (and the magic trumps all argument) is that the cost to use say - ESP, is much cheaper than the cost to create a lead-lined castle, but I'm glad that consideration was put into legacy or it wouldn't exist in the post WotC era. The problem of magic triumphs (use and cost wise vs the counter) is repeated throughout the game going on from 1st to PF.

Diego Rossi wrote:

Dimensional lock is meant to be a "portable" solution that you can use everywhere, with a casting time of a standard action, so something for adventurers, not something used to prevent access to a specific building forever.

In the 1st edition blocking ethereal travelers was even simpler, they were unable to pass through living things (microbes and bacterias weren't' considered) so a ivy covered building was accessible only through doors and windows, and those could be protected with other means.

BTW, there is a 6th level spell that block teleportation with a long duration: Forbiddance . It has its set of problems but it work.

Again, Forbiddance is a level higher than teleport and two spell levels higher than Dimension Door while is severely limited in what it could block (the alignment and ethos limitations). At least it is in the game, again though a 7th level caster can counter security unless he runs into this spell which needs to be cast by and 11th level caster - which goes to my point above that it's easier to do than to counter, in this case by 4 whole caster levels!

Also, cannot find any of your "blocks" to ethereal travelers listed anywhere in the 1st ed PHB or DMG

Diego Rossi wrote:
Auxmaulous wrote:
What in-game mechanics or abilities exist to counter invisibility,
Dogs and anything with scent.

OK, so every shop designed by Paizo should have a guard dog that is left inside during the day (ours of operation) and at night. Again, you can suggest it which is great (and I can think of that as well) - but it's not part of the core game design philosophy as a counter, nor is it even mentioned as a concern in most of Paizo's products - which are written at as if most of these powers don't even exist in their own game world.

Just did a search of Burnt Offerings (1st AP RoTRL), there are three references to dogs in Sandpoint: a stray dog, a nobles hunting dog and a household pet. That's it. No guard dogs in shops, in fact no security systems detailed in any of the shops.

Checking the first official PF module, Crypt of the Everflame and the small town of Kassen - no reference to guard dogs, shop security - nothing.
As an experienced DM I can come up with several in-game counters to class abilities and spells, or write up custom magic items that do the trick, or security specific spells (not used by adventures but maybe by people living in cities), but this module was designed for new, novice players and DMs in mind. No mention of use of powers in town or the consequence of use/abuse - nothing.

I believe the Ultimate Campaign does touch on a few issues, namely using charm person when trying to make purchases. Good effort - for one spell and one specific subject.
Each non-combat spell/magic item/ability should have a write-up like this imo.

Diego Rossi wrote:
Knock wrote:
Caster level check against the DC of the lock with a +10 bonus
Impressive at low levels, but as his level increase a Rogue is better than knock. Level +10 against Disable device +3 (class skill) + dexterity + 2 (Masterwork tools). At fist level the rogue can have the same bonus of the wizard with dex 20. And he can take 20 on the skill check.Knock don't disable traps and is a limited resource and so on.

And it doesn't require a skill investment, or 100gp in tools and is much faster at opening locks than a Rogue would get open via mundane means (1 round, 2 locks).

My point wasn't to debate knock vs. a rogues ability to pick locks, but to show the ease of use and impact on the world. Locks can be picked, yeah - got that. So in addition to worrying about common thieves, shopkeepers now need to worry about every amateur caster with knock on their spell list (with no skills or tools needed beyond the spell). And all the written worlds and core systems don't care or acknowledge that. That's my problem.

The fact that the spell Knock steps on a core Rogue core ability is another discussion in another thread about incredibly bad rule systems (d20 gaming, etc). You didn't counter my argument, you just exposed that fact that there are other classes besides thieves who have access to 1 round (faster than Rogue), no-skill, no-tool, lock picking. And the world ignores it.

Diego Rossi wrote:
Magic can be countered, if needed.

As it stands, most of the spells are written for adventuring and as such, counters are not at the forefront of design or even considered in the rules. Yet those same adventures (and others like them) persist in a living world where all these powers have an impact. This is a terri-bad world design consideration on the part of more than a few generations of game writers.

And to clarify - I'm not against your (or others) suggested counters - whatever works for your game is great since the devs left us with nothing. It would be nice though if game devs took these powers into consideration when writing the rest of their core rules, rules about towns and cities, use of magic, equipment, counters, laws, etc, etc, too many damn "etc" to count.


My previous post above might have been a little harsh. I was perhaps a little irritable after spending over an hour figuring out how to install an air conditioner in 90 degree weather -- my window opened the wrong way. My apologies if so.


Icyshadow wrote:
Drachasor, if all these things you claim are true, why is the world still such a s*** place to live in?

I would argue the same in reverse -- if all of what you say is true, how have we made such amazing progress?

I tend to assume people in my game world are much like people in the real world.


TriOmegaZero wrote:
Zhayne wrote:
(On a tangential note, I think both character death and character resurrection should be based on storyline, rather than math.)
I like the Death Flag rule for such things.

Interesting as ever TOZ.


Abraham spalding wrote:
Icyshadow wrote:
Drachasor, if all these things you claim are true, why is the world still such a s*** place to live in?

I would argue the same in reverse -- if all of what you say is true, how have we made such amazing progress?

I tend to assume people in my game world are much like people in the real world.

We don't have to fight rampaging orc hordes, undead armies, elder evil dragons or actual demons from hell.

That helps a lot.


Also, why in Iomedaes name are people saying Golarion is "medieval"? Golarion, and every other setting I can think of, are a hodgepodge of eras, moslty medievalish with a big helping of reniassance, at least one place stuck on Rome or Greece, Vikings up north, feudal Japan and medieval China in the east and sometimes Wild West.
Why is it stuck in medieval times? Well... It's not!


The problem with assuming rulers would automatically suppress magical advancements is that it assumes rulers who are "Bwaahahaha oppress the peasants" levels of Stupid Evil.  That is rulers who are too busy being evil to think in terms of their own self interest. Self interest such as...

"So why should I pay you good gold  for your food manufactury?  My peons grow all the food they need."

"Well that's the problem right there, isn't it? Look at those fields out there- 9/10s of the land  has to be used to grow food for the farmers. In essence most of your land is being used to grow peasants.  But with this, that land could be put to use growing items for sale- grapes for wine, wheat for whiskey, cotton and linen, and so on. Crops that could make money for YOU.  And you could take peasants away from the farms, train them for other  highly profitable tasks, like mining, weaving, making armor and weapons, in case somebody wanted to attack that annoying baron down the road.Did I mention that this baby can feed an army without the need for foraging?"

"That may be so, but why would I want to buy the Altar of Curing?"

"Well at any one time, 1/50th of your peasants are too sick to work, and an equal number are I'll enough that it devastates their efficiency. Which costs you profit. But with this,  instead of losing money, you can charge them and get them back to work. And it will prevent an army from being afflicted by disease while on the March  or during a seige.

Go ahead and take your time. Think about it.  Of course when I talked to Baron Downtheroad last month, he was really impressed. HE ordered two..."

And that's the thing. Maybe the majority of rulers are Chaotic Stupid Fighters with 7 Intelligence.  But there's going to be a few smarter or more desperate ones, maybe situated in poor lands who are looking for some edge against their neighbors. And they will begin to out compete their neighbors, who will start looking  for how they can get an edge of their own. It all snowballs from there. After all, there's a reason that nobody remembers the  real-life rulers who cried "I say thee nay! My fiefdom will never have windmills!"

The best thing of all is it doesn't take high level characters or tons of gold to pull this off- a 5th level cleric or 6th level bard with 7500 gold could make a use-activated  portable altar of healing. The same SIM could make a Create Food and Water altar- though I recommend the deluxe model with included prestidigitation to flavor the food.

All it takes is a few rulers who are more greedy or ambitious than they are paranoid, and the revolution is on. And the explanations as to why it would never happen are incredibly contrived.


"And, after thirty years of getting used to these magical trinkets, when no one has spare land left to grow wheat and all of our apothecaries have moved to places without curing alters... And a small band of evil adventurers teleports in and busts up our magical trinkets... The famine and pestilence that follows, who pays for that?"

"Oh, wait, maybe I won't put 100% of my peasants lives into a single basket."

I'm sorry, but most people with a good intelligence score recognize the merits of not depending on someone else's power to survive. It's generally a great way to become that person's glorified servant.

"Oh, I'm sorry, my magical food creating trinket seems to have developed an odd tick, it'll just be a few thousand gold, this year. Would you like to sign up for the annual maintenance contract and save a hundred gold?

"It pays for itself after the tenth year!"

Even if the guy offering magical food traps is on the up-and-up, it still leaves you in the position of not having a good fallback when (not if, it's Pathfinder, some BBEG will appear) everything goes down the tubes.


Some thoughts here.

* No priest will sell powerfull divine power for money. The people should deserve being raised according to the beliefs of the god of the priest.
Sure there are material component but the cost for such powerfull divine power cannot be put into money, although a new cathedral will, as well as certain priviledges for the clergy and the 2nd oldest son becoming a priest as well...

Ergo yes rich people can get a lot of stuff but they will pay the price!

Magic food traps, there is a dutch proverb saying that a peasant wont eat what he doesnt know.
I think there will be a lot of riotting a civil unrest if people are fed with soylent green.

I think that economics will be different for weatlthy powerfull people and normal peasants. While a powerfull rich person will donate lots of money to a reaseach hospital cause he or she has a desease and most of the time they wont notice the loss of money..

Ergo gaining high level magic is politics, if you know the right people you might get what you need


Ostensibly the empyreal lord Bharnarol exists to stop most cheese tactics.


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To all those suggesting auto-resetting spell traps: they're against the trap rules.

PRD wrote:

Reset

A reset element is the set of conditions under which a trap becomes ready to trigger again. Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.

No Reset: Short of completely rebuilding the trap, there's no way to trigger it more than once. Spell traps have no reset element.

Repair: To get the trap functioning again, you must repair it. Repairing a mechanical trap requires a Craft (traps) check against a DC equal to the one for building it. The cost for raw materials is one-fifth of the trap's original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.

Manual: Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.

Automatic: The trap resets itself, either immediately or after a timed interval.

bolding mine


Darigaaz, go further down and they have spell traps with reset elements and there's a table that has pricing for spell traps that reset.


The world isn't over populated becasue for every quick fix there is even bigger hammer to break it up again.

Take child hunger, sounds easy to just create food and water right? That works for a time till the local gangs catch and start sending in the rank and file kids to bring them food stuff which they sell for profit and hunger continues. Take the kind, someone beheaded him for reason. You can be quite sure court politics and back room deals will keep that king dead so someone new ascends the throne. Curing disease probably does occur and it's probably the only reason disease doesn't wipe out more of the population.

As for why it not overpopulated. Lots of reasons. One reason monsters. Dragons eat people. Vampires eat people, oozes eat people and the list goes on. So much danger I'm amazed there is a population at all.


Drachasor wrote:
Darigaaz, go further down and they have spell traps with reset elements and there's a table that has pricing for spell traps that reset.

Perhaps you should read, none of those magic traps have a reset.


Darigaaz the Igniter wrote:
Drachasor wrote:
Darigaaz, go further down and they have spell traps with reset elements and there's a table that has pricing for spell traps that reset.
Perhaps you should read, none of those magic traps have a reset.

Desiccation Pulse, Chamber of Reduction, and Arcane Energy Leak are three magical traps with automatic reset. They were not hard to find.

And like I said, the rules explicitly going over making spell traps that reset.

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