Why D&D CAN'T BE Low Magic.

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  • Опубліковано 26 гру 2024

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  • @MarkD5678
    @MarkD5678 11 місяців тому +622

    I like my high-magic fantasy settings to have the illusion of being low-magic. The magic is out there and not too hard to find, if you know where to look, but every mage worth their slots knows that there's ALWAYS stronger mage who prefers you don't rock the boat and bring too much attention. For every mad mage who wants to be a god, theres a cabal of stronger wizards who don't want to be bothered with people who want to treat them as gods.

    • @isitnotwrittenthat1680
      @isitnotwrittenthat1680 11 місяців тому +62

      Ooh, that's a good one
      The lower magic setting I play in just caps casting around level 10, so mages can't climb as high

    • @myboatforacar
      @myboatforacar 11 місяців тому +21

      The Pax Arcanum, one might call it :)

    • @MarkD5678
      @MarkD5678 11 місяців тому +4

      @@myboatforacar ooooohhhhhhhhhhh me like

    • @myboatforacar
      @myboatforacar 11 місяців тому +25

      ​@@MarkD5678oops, remembered the long-forgotten Latin, the word "pax" is feminine so it'd be "Pax Arcana" 😅
      Have fun!

    • @fangslore9988
      @fangslore9988 11 місяців тому +7

      and when magic due to power hungry mages gets a bad reputation as the root of why they become power hungry due to the ignorance of those who don't use magic?

  • @Menzobarrenza
    @Menzobarrenza 11 місяців тому +286

    So what you're really saying, is that D&D-inspired anime is getting the worldbuilding right, with their ubiquitous low-level spellcasting, and commercially available teleportation circles? Neat.

    • @techwizsmith7963
      @techwizsmith7963 11 місяців тому +81

      Hell, the spell for Teleportation Circle outright says most major cities have one

    • @Mgauge
      @Mgauge 11 місяців тому +58

      I mean, yeah. Why wouldn't a society with magic do that? It would be by far the most common use for magic. Most people aren't going to hunt goblin bands, but they'd still want something like a fire cantrip to heat up their bath water or a mage hand to clean those hard to reach spaces.

    • @KingZolem
      @KingZolem 11 місяців тому +18

      Aldo emphasis major cities and organizations because I actually broke down how much it would cost to make one of those circles. You need 365 castings of the spell done daily, the spell has a consumed costly material component, and if you aren't an organization with the spell available to your members you're going to have to pay for the caster to do the work on top of that. It costs hundreds of thousands of gold to set up a permanent circle network.
      Edit: Clarified I meant the hundreds of thousands was for a network, not an individual portal.

    • @AnarchySystem
      @AnarchySystem 11 місяців тому +17

      @@KingZolem It costs 18,250 gp for a permanent circle.

    • @KingZolem
      @KingZolem 11 місяців тому +10

      @AnarchySystem 1 permanent circle. Which is only mildy useful on its own. To set up a usable network would drive the cost up greatly. I'm sorry if my meaning with that didn't come through clearly. Rereading it I see I gave the impression that I was talking about a singular circle by itself. I forgot to reference that the hundreds of thousands were for a circle NETWORK, not just the one circle itself. My apologies.

  • @andrewshandle
    @andrewshandle 11 місяців тому +72

    Spending a year creating a teleportation circle could be like the TV show Northern Exposure where a small town in Alaska paid for a doctors medical degree and he had to go work in the town for 5 years as his payment.

  • @FtechJack
    @FtechJack 11 місяців тому +121

    There is a key problem with equivocating innate spell like abilities with innate spellcasting. Spellcasting is a system used in 5e is to hand wave things such as a vampire being able to dissappear or drain your energy. Innate spellcasting isn't necessarily an ability to utilize other magics but rather a system laid on to explain supernatural abilities.

    • @Zarlos01
      @Zarlos01 11 місяців тому +8

      Okay, so what about the elven high magic? It's in the lore (forgotten realms, at least), there are rituals to perform magic effects, the more elves participating, and more powerful magics are possible.
      And it is part of their culture, and it can do things above "leveled magic". And magic is part of the elven race because their creators' gods are also a magic god (not the god of the magic, but a god that magic is part of their domains).
      In the settings worlds, in lore, there is a plentiful of groups of magic users, places to study and practice magic, many know powerful magic creatures, and ancient dragons with stabilized territory. Just isn't on the rule books and the 4th and 5th editions are in the timeline of recuperation from a catastrophe event that make magic more rare, but is recovering (a mage casted a 15º level spell, killed the goddess of magic by arrogance/accident/stupidity and shutdown all magic for a time).

    • @FtechJack
      @FtechJack 11 місяців тому +8

      @@Zarlos01 so, the example given was Yuan-ti, which are gifted abilities from their serpent God. I don't necessarily believe that equivocates them to spell casters.
      As for high elven magic, while this is established as a cultural norm I'd argue that the ability to teach your kids an algebraic expression over and ove through generations does not translate to true innate understanding of magic

    • @smugreptile6695
      @smugreptile6695 11 місяців тому +10

      @@FtechJack I'd just say high elves are uniquely gifted in magic, possess more supernatural abilities than the average elf subspecies, and have a culture of sharing their findings as naturally talented mages with each other to compound the effects. They don't all start off with a crash course in spellcasting. Its just they have abilities, and a talent for it which they then share as a community.

    • @RogerTheil
      @RogerTheil 7 місяців тому +1

      Exactly. One's natural abilities shouldn't be treated as if it's just another spell slot. They're there to emulate the different natural abilities and perks of different races and species irl. Foxes are very clever and extremely good at escaping and hiding, but it's not as though they have to use some sort of incantation to do it. It's just their natural ability and proclivity because of WHAT they are. The whole time you try to chase a fox down, you will be dealing with these "magic" abilities; it's not like it has to consciously decide "I will use Hide in Foliage now" to very very effectively hide in the foliage.
      Too many magic systems do what Elder Scrolls have done with racial and species abilities and made them essentially just another magic technique you can use once a day or once an hour or w/e, and it makes it feel pretty un-special.

    • @flamboyantwarlock7101
      @flamboyantwarlock7101 6 місяців тому +1

      ​@FtechJack yuan-ti are 100% spellcasters, not just dudes with powers. They're based on old school sword and Sorcery villains. Their whole thing is that they make offerings to the snake god in exchange for magical knowledge.

  • @adamlatosinski5475
    @adamlatosinski5475 11 місяців тому +279

    A question for you to consider: how effective could fantasy monsters and other threats be in undermining the progress of a civilization equipped with magic?

    • @zacharyweaver276
      @zacharyweaver276 11 місяців тому +4

      Alternatively one with low or no magic as well

    • @Dreamfox-df6bg
      @Dreamfox-df6bg 11 місяців тому +69

      In the beginning a lot, but there is a turning point. Once a civilization can search for potential spellcasters, introduces mandatory education to find them that progress becomes harder and harder to stop.

    • @zacharyweaver276
      @zacharyweaver276 11 місяців тому +48

      @@Dreamfox-df6bg Also developing better weapons and techniques to fight monsters unless you have some legendary monster constantly nuking them back to the stone age

    • @kevoreilly6557
      @kevoreilly6557 11 місяців тому +19

      Use how firearms led to technological change in armor, transportation, law and growth of society
      (Changes in metallurgy and understanding of chemistry drove gunpowder development quickly followed by legal constraints in its development)

    • @oldmankatan7383
      @oldmankatan7383 11 місяців тому +7

      ​@zacharyweaver276 oh yes... That's basically the home brew campaign setting we play in. We did it before mass effect (if you were wondering).

  • @WandererEris
    @WandererEris 11 місяців тому +110

    In the 3.5e Dungeon Master's Guide, there is a method of randomly generating towns and their population. Player classes make up a small percentage of the total population, but in a small city of about 10k people there's still like 50 of each spellcasting class living there, depending on your rolls. You generate the highest level NPC of that class with a roll, then there's 2 of half that level, 2 of half that level again, and keep going until you hit level 1. If you get a level 10 NPC, that's 2 level 5s, 4 level 3, 8 level 2s, 16 level 1s, for a total of 23 NPCs, and larger cities roll multiple times to find the highest level NPC. For the biggest city size, metropolis, you're looking at massive numbers of spellcasters. And even with the smaller towns, it's possible to have a handful of spellcasters simply living there.

    • @delmattia96
      @delmattia96 11 місяців тому +20

      Typical 3.5 W

    • @toxoide12
      @toxoide12 11 місяців тому +11

      Another game made the important distinction about the player character to justify their backgrounds
      "In a world of farmers, traders and politicians, YOU are the troublemakers" something along the lines so you could have better skills, better stats, and the need of be the showoffs, it was a d100 BRP compatible game/system

    • @williamstokes4282
      @williamstokes4282 11 місяців тому +12

      I just want to point out that if you take a lot of DnD settings at face value, a city of 10,000 people is not a small city it is rather a moderate one.

    • @WandererEris
      @WandererEris 11 місяців тому +6

      @@williamstokes4282 Maybe, but that's what 3.5e classes as a small city. There are like three or four sizes of city above it, with a Metropolis at the top.

    • @williamstokes4282
      @williamstokes4282 11 місяців тому +11

      @@WandererEris and that's what's interesting about most DnD settings, they aren't what they seem to be at face value. The forgotten realms seem to be a mid mediaeval society but are functionally closer to a renaissance one or a even latter one. They have technology like Full Plate Armor, Spellcasting has superseded or at least slowed the development of firearms and not to mention that there are technically Nukes on Toril.

  • @Cassapphic
    @Cassapphic 11 місяців тому +47

    One thing here I think is kinda being missed is that the rules in 5e are kinda disparate by design, its intended to be broad and appeal a variety of tastes and styles. Examples like the teleportation circle being much more reasonable to use than naval transport make sense if you approach them as worldbuilding functions, rather than as game rules designed for aspirational players who if they are asking about these, are probably excited by the concept of having teleport points or owning a ship or a caravan or whatever, the assumption is some degreee of DM fiat in play in the background to create the kind of setting that fits the desired tone and aesthetic.

    • @surprisedchar2458
      @surprisedchar2458 11 місяців тому +2

      This shoddy craftsmanship of the rules is why 5e is not that good.

  • @MikadoRyugaminae
    @MikadoRyugaminae 11 місяців тому +151

    And this is why I love Ebberon. It's everything I ever wanted D&D to be

    • @gabrielamaral978
      @gabrielamaral978 11 місяців тому +22

      @@hc256 magical nukes and robots

    • @arcanefeline
      @arcanefeline 11 місяців тому +16

      Came here to point out Eberron. Glad to see a like-minded individual.
      Eberron does so many things right.

    • @dodobarthel2249
      @dodobarthel2249 11 місяців тому +34

      For anyone who doesn't know eberron: Eberron uses the concept of wide magic, where low level magic is commonly available for a price. Big cities are lit by everbright lanterns, some version of speaking stones are installed at fixed places and used for long range communication, inn keepers use prestidigitation to flavour food etc.. Very cool if you like the idea of widespread magic forming your world.

    • @devindeocharan8323
      @devindeocharan8323 11 місяців тому +7

      ​@@dodobarthel2249 Indeed, it's a setting I draw a lot of inspiration on for most of my own world building

    • @SusCalvin
      @SusCalvin 11 місяців тому +6

      Eberron sounds like the typical magitek setting. Magical trains and all.

  • @squidpope9344
    @squidpope9344 11 місяців тому +61

    Eberron. You're exactly describing Eberron.

  • @kelpiekit4002
    @kelpiekit4002 11 місяців тому +61

    With magic so common amongst peoples and creatures guards (in terms of a city watch or police) seem limited. Magic responsive officers should be a lot more common. Maybe they'd be special officers mostly stationed near government positions. But even non-magical watch should have some training to recognise various enchantment and illusion spells so they can report accurately to those specialists or handle things themselves.
    Also I'd love a video on the soul-based economics of the blood war. It seems not well thought out.

    • @michaelguth4007
      @michaelguth4007 11 місяців тому +20

      In a world where adventurers and heroes that fight all sorts of magical creatures are common, every remotely trained guard should have undergone a "it's probably NOT the wind, but a magic creature or spellcaster"-course.
      Followed by the "an arrow to the knee is just a nuisance until the next short rest"-first-aid-course.

    • @pedrogarcia8706
      @pedrogarcia8706 11 місяців тому +9

      Travis's character in Critical Role: Exandria Unlimited: Calamity was just that. A non-magic user in a city full of mages who was an expert in recognizing and countering magic.

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      In Esoteric Enterprises, you get to play somethin closer to a B/X wizard with a few small additions like ritual magic. You get a d4 HD and at level 3 you have a mighty three spells per day. A junkie with a glock is a big threat.
      The city SWAT team are effectively 3HD blokes with good weapons, good armour, an effective organization and the legal power of a nation-state behind them. All police have the power to summon more police. You are very small and the state is very large, your best protection as a criminal is that they don't know what you're doing. It is very hard for a wizard or any other occult underworld people to outrun the state in the long run without going into hiding in the underworld.

  • @watcher314159
    @watcher314159 11 місяців тому +33

    Eberron was literally created to be a world reflective of the amount of magic implied by the core rules (of 3.5, but 5e basically follows most of the same key assumptions). Magitech is absolutely ubiquitous there, even with only a couple percent of people being anything more than Commoners or other NPC classes. Eberron, much moreso than Greyhawk or Forgotton Realms, should be viewed as the default setting of modern D&D. We've known this for longer than many players have been alive; it should be anything but controversial.
    And actually, Eberron really didn't go far enough. It doesn't even have a Wish economy or Teleport Circle-based trade, which it very much should have even though it basically caps at level 15 for all practical purposes. For that you want something more like Emperor Tippy's Tippyverse, which has distinct versions to most accurately reflect the rules text of 3.5 and 5e. And even Emperor Tippy shied away from particularly abusive quirks of the rules like the Commoner Railgun.

    • @einkar4219
      @einkar4219 9 місяців тому +1

      if I remember correctly Eberon had wide spread low level magic however high level magic was extremely rare if existed at all

    • @watcher314159
      @watcher314159 9 місяців тому

      @@einkar4219 A single ambitious 11th level Wizard is capable of Planar Binding Efreeti for basically limitless Wishes and thereby kickstarting the entire Tippyverse. A sufficiently clever Artificer exploiting the spell list rules to cheese the minimum caster level could do it by level 6 if not level 3. The core of Eberron's trade networks are based on Lesser Planar Binding, available to Wizards at level 9.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      Eberron is v recent, later than the magic ubiquity decisions. D&D's had a number of 'default settings', all high magic.

    • @watcher314159
      @watcher314159 4 місяці тому +2

      @@thekaxmax I don't think anything that's been around for literally 40% of the lifespan of D&D can be considered "very recent".
      And sure, other settings like Greyhawk and Forgotten Realms are technically high magic, but they are very inconsistent in their application of it. In notable and explicit contrast with Eberron. There is a distinct quantitative and qualitative difference there that was the fundamental point of what I was talking about.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      @@watcher314159 I'm talking about how they're presented and published, not described. High magic.

  • @Desdemona-XI
    @Desdemona-XI 11 місяців тому +37

    Oh i couldn't agree more. I would speculate that casters above fifth level are rare. But rare in the way a new mercedes is on the street. Out in the boonies you might see one in six towns. But in the city there'll be a good dozen
    Magic absolutely has to be commonplace in the standard dnd world. Hell mystra is known to occasionally make someone a sorcerer just for the hell of it.
    The reason i would speculate magic wont cause industrial revolutions boils down to secrecy and ego.
    Many archmages might be picking apart the fabric of reality studying and crafting spells (some of which might even become widespread) but he like most old time artisans, keeps his secrets close.
    There are cases where techniques of engineering were held back from widespread use for decades amd decades more before someone thought to use it in a more efficient method
    For example. Gunpowder was invented *centuries* before it was used in the most basic cannon. Or even a reasonable grenade. And part of it was the means of making it was closely guarded, and another because the people who knew it, knew it as fireworks not explosives
    Yes there were rare cases of black powder being used as weapons, like the explosive talismans often associated with ninjas, but they were also more like a flash bang than a grenade.
    In modern times we've gotten used to different disciplines cross pollinating ideas, but in the old times that was infinitely rarer.
    Part of why i like artificers is because their very theme puts them as the person who mixes disciplines and industrializes magic.
    But its fair to say that a wizard will look at an artificer and see a magic school drop out that is wasting magic on silly things. Even if in reality those silly things could.. say completely revolutionize farming and ensure more food for a kingdom.
    Hell even today certain astrophysicists and other experts in their are known to be very closed minded to new ideas or new approaches.
    So while i absolutely believe a wizard could link every major city in a country, and even larger towns with bustling trade. They are much more likely to be unwilling to actually operate the circle for a trader bringing freshly cured leather from the southern isles.
    Wizards especially have a reputation for isolating themselves in their towers and not interacting with townsfolk much. And this tendancy seems to magnify with their magical skill. Hell halaster turned a dwarven ruin into an insanely elaborate dungeon, full of monsters and traps and more so he doesnt have to deal with anyone under any circumstances. Ever. And is possibly the Greatest living wizard in forgotten realms.

    • @Dreamfox-df6bg
      @Dreamfox-df6bg 11 місяців тому +8

      Agreed, but what if a kingdom furthers education to find those that may be capable to cast spells? Even if a student returns back home because he has reached his limit with level 1 spells, the kingdom can give him scrolls for emergencies.
      If the magic school is run by the kingdom, many will be thankful for making their lives better. Supporting magical studies will further strengthen loyalty.
      Sure, there will always be oddballs, but what if these wizards are able to stay in contact with their families and friends? If they keep their social connections?
      Without the need to look for a master to be trained or the possibility to be left alone with your studies because there are enough others pick up your slack when it comes to people asking for your services? What if that is regulated by the kingdom and you have to go through the bureaucracy for less important things?

    • @j2dragon109
      @j2dragon109 11 місяців тому +5

      There’s no reason to assume artificers would be any more likely to share secrets then a wizard

    • @KainYusanagi
      @KainYusanagi 11 місяців тому +4

      Actually, regarding your points about weaponizing gunpowder, it's quite wrong. The first reason it took so long to weaponize gunpowder was because knowledge was lacking in how to utilize it, or even in how it worked. The second reason was material sciences; many of the basic concepts we acknowledge as being integral to gunsmithery and cannoneering required a fairly strict level of metallurgy to produce weapons that could withstand the explosion and use it as a launching force. The first grenades were actually ceramic spheres that would explode in a fairly lethal shrapnel spray, over a short distance, though variability in fuse duration meant that they were dangerous to the force using them too; they were often buried as remote-triggerable landmines as well.

    • @Hakar17
      @Hakar17 3 місяці тому

      ​@@Dreamfox-df6bg A kingdom could do the opposite as well though. Say it has standardized schools and a system that searches out kids who are capable. With the schools being incredibly conservative and controlling. Only teaching certain things and banning others along with purposely restricting the use of magic for anything bit directly approved by the state.

    • @Монс-й1ь
      @Монс-й1ь 4 дні тому

      ​@@KainYusanagi Europe used a honest to god leather cannons back in XV-XVII. There is mentions of Korean examples as well. You do not need some super advanced metall working tech to make them, hell, first common material for them were bronze. What i want to say, China have all they need to make a cannon back then(no strangers to sofisticated bronze casting), they just didn't knew how to do it yet

  • @pedrogarcia8706
    @pedrogarcia8706 11 місяців тому +10

    This may not be true for all races, but the DMG suggests giving any deep gnome or drow npc you create the innate spellcasting feature, so those are two examples of races where the average member can be expected to know at least one or two spells.
    EDIT: tieflings too

  • @bavettesAstartes
    @bavettesAstartes 11 місяців тому +223

    Early dnd was much more low magic. It was the jump to 3rd that made things more magical.

    • @DefaultFlame
      @DefaultFlame 11 місяців тому +38

      Yup 2E was very low magic, though 3E was still much lower than 4E & 5E. Unless we're talking about Eberron. Eberron has magic coming out the ears.

    • @bavettesAstartes
      @bavettesAstartes 11 місяців тому +36

      @@DefaultFlame Eberron was built on the mechanical understanding of how 3.5 magic worked. That is why it felt very high magic. It took magic item making as an idea and nearly industrialized it. Early ADnD had settings like Greyhawk which had powerful magic users, but they were a greedy few. Same for the forgotten realms, which had few and power hungry organizations kinda controlling magic use.

    • @CitanulsPumpkin
      @CitanulsPumpkin 11 місяців тому +22

      Aside from Greyhawk, which is debatable, name one TSR setting that was low magic. All the ones I can think of are high magic.
      Dark Sun
      Planescape
      Spelljammer
      Birthright
      Ravenloft
      Council of Wyrms
      All high magic. Just because it was easier to kill wizards back in 2e ADHD doesn't mean any of those settings were low magic.
      And no. The minor fringe settings that got swallowed up by Forgotten Realms don't count.

    • @bavettesAstartes
      @bavettesAstartes 11 місяців тому +13

      @@CitanulsPumpkin forgot about dragon lance and mystara there.

    • @CitanulsPumpkin
      @CitanulsPumpkin 11 місяців тому +10

      ​@@bavettesAstartes Right. Dragonlance is a high magic setting with its wizard academies and its dragon apocalypse.
      The only info I recall about Mystara is from one poorly edited video where a guy was describing how the world was made up of different medieval European civilizations, but they were shuffled around to be on different parts of the map, and they were all engaged in a version of the War of the Roses that rivaled WWI.

  • @mitchelldunn9149
    @mitchelldunn9149 11 місяців тому +29

    I stand by the claim that the Forgotten Realms, from its inception in Greenwood’s mind, is one of the highest magic settings ever created. If it’s second to anything in that regard, it would only be to the Warcraft series.

    • @SusCalvin
      @SusCalvin 11 місяців тому +8

      Forgotten Realms has a lot of relatively high-level people kicking around. Not just iconic characters like Elminster and others but you will routinely run into level 6 thieves running local spy rings or level 5 bards working the local dance halls. The gods are more active through their agents.

    • @federerlkonig330
      @federerlkonig330 11 місяців тому +4

      And even Warcraft started as a relatively low magic world.

  • @douglasphillips5870
    @douglasphillips5870 11 місяців тому +42

    DnD magic wasn't created with world building in mind. It was created with small unit tactics in mind. In a realistic world there would be a much larger selection of utility spells, and a relatively few combat spells that could be up cast. Darkness is only useful in small unit combat; in a large combat you would move around the darkened area, and target it with an artillery volley. Darkness is pretty useless in any other situation. I doubt anyone would put in the time and money to research such a spell, considering how rare spell creators are. Also, a number of utility spells have cost prohibitive material components. look at continual flame. I think the lantern makers guild must be more powerful than the wizards guild for that

    • @MrAwesomeTheAwesome
      @MrAwesomeTheAwesome 11 місяців тому +10

      Darkness can move with an object, be covered to be suppressed (and then dropped onto the ground as a free action), and it also invalidates any spells with a 'that you can see' clause. In combination with the right other tools and spells, it certainly could be effective in a large scale combat, especially in the hands of shadow sorcerers or warlocks with Devil's Sight.
      Off the top of my head:
      Cast darkness on a sling bullet and fling it into your opponent's command center right as you begin a critical charge, adding increased confusion and delaying the correct tactical response.
      Send in the elite paladin/warlock multiclass squad shrouded with darkness - mechanically the high AC in combination with imposed disadvantage makes them nearly invincible against attack rolls. A couple high enough level to provide protection auras and high lay on hands values makes them very resilient to magical responses as well (in addition to the difficulty targeting into darkness spells). Throw in one or two 7th+ level Oath of Ancients paladins, and they become a *very* tough nut to crack. Flavor-wise, the ideas still hold: heavy armor in real life is most susceptible to precision attacks - daggers thrust through openings in a grapple, longbows firing into the neck and joints, etc. These would be nigh impossible when your target is shrouded in darkness.
      I'm sure clever tacticians can think of a hundred other ideas with Darkness. Many 5e spells have realistic uses in large scale combat. I agree that DnD magic and systems wasn't made with these *in mind*, but the system does have a great deal of versatility in the right hands, even out of the main context it was designed for.
      Regarding prohibitive costs for spells like continual flame: this is highly contingent on the nature of the economy as ran by the DM. I tend to treat a gold piece as worth roughly 20 bucks, and notice a similar tendency among many other DMs. (Realistically, the melt value of gold is closer to 400 bucks for a 1/50th of a pound, but there also isn't a 10:1 ratio between gold and silver IRL). 50 gp for continual flame is 1000 dollars on that metric. Would I normally shell out a grand for a lantern? No, but if electric flashlights don't exist, and lamp oil is relatively expensive - maybe 50 bucks for a gallon that might burn for 250 hours or so, and I'm building something where I'd like a light to remain burning for years without maintenance (don't forget the labor cost of relighting braziers, in addition to the fuel cost), it starts to make good sense. Continual flame can burn for millennia if not dispelled! We're *saving* tremendous amounts of money if it burns for just 10 years - and they can be recycled and repurposed infinitely, assuming we don't have 5th level delinquent wizards running around dispelling them all the time.
      Plus it doesn't generate heat, which means it won't burn your house down. Also worth considering.

    • @fangslore9988
      @fangslore9988 11 місяців тому +1

      true

    • @bobbycrosby9765
      @bobbycrosby9765 8 місяців тому

      I'll go further: magic that hurt people would get those that used it put in prison and/or killed.

  • @Gale_Wisenwood
    @Gale_Wisenwood 11 місяців тому +13

    This is why i love Eberron, 1st, 2nd and some 3rd level spells are common place and the utility spells are mass produced or at most a Trade skill, to use Knock for example your local locksmith may know Knock as a ritual for particularly stubborn locks and may sound like he hits it with a sledgehammer, however if you barricade a door and seal it with magic, the guard wont just hammer it down until they can find a locksmith that knows Knock to come and put a civilian in hames way! No they have a disc that casts Knock and blows the door off like a R6 Siege breaching charge. Meanwhile 4th and 5th level magic is considered to be on the cutting edge of research for governmental, commercial, and public use.

  • @daniell1483
    @daniell1483 11 місяців тому +24

    I think this is one of those things that need to be decided on a table-by-table basis. Some players play D&D like traditional high fantasy, while others prefer something more grounded and gritty. Things like resurrection may be completely ordinary at one table, but a one-of-a-kind miracle at another. I imagine most people fall somewhere in between those two extremes.

    • @pedrogarcia8706
      @pedrogarcia8706 11 місяців тому +4

      Those players would probably be better suited playing a different system than 5th edition dungeons and dragons. You have to modify the system pretty heavily to work in low magic settings.

    • @daniell1483
      @daniell1483 11 місяців тому +2

      @@pedrogarcia8706 Well, that's certainly one way of doing things. Another is looking like the Dark Sun setting and using some of the tools from that campaign, one of which was referenced in this video: a setting being cut off from the other planes of existence. But there are others as well, like forbidding spells of say 5th level or higher, for example.
      TL;DR: There are ways of making D&D work just fine in a low-magic setting.

    • @pedrogarcia8706
      @pedrogarcia8706 11 місяців тому +4

      @@daniell1483 There is no dark sun supplement for dnd 5e. That's literally what I'm saying. dark sun is from a previous edition, and just banning all high level spells changes the balance pretty heavily. 5e is designed around high magic and if you try to make it work for low magic, you are homebrewing pretty heavily to the point that it's barely 5e anymore.

    • @daniell1483
      @daniell1483 11 місяців тому +1

      @@pedrogarcia8706 People regularly homebrew the hell out of their games. Not to mention there are plenty of other ways of altering the game, I pointed out an example of what that could look like.

    • @pedrogarcia8706
      @pedrogarcia8706 11 місяців тому +1

      @@daniell1483 glad you agree

  • @justinblocker730
    @justinblocker730 11 місяців тому +116

    Everyone can use technology (magic), few people (wizards) just use it better than others.

    • @Randomdudefromtheinternet
      @Randomdudefromtheinternet 11 місяців тому +29

      Kinda like how everyone can use computers but very few know how to do coding.

    • @byronsmothers8064
      @byronsmothers8064 11 місяців тому +10

      I had a half-elf that used his cultural knowledge about crystal singing and family practice of jewelry making to produce the arcane equivalent of a circuit-board in his armor and equipment, just one player's real world knowledge applied in a fantasy setting without breaking a single rule!

    • @techwizsmith7963
      @techwizsmith7963 11 місяців тому +3

      I remember I had that concept during a discussion on how to fix High Magic Guardian Spice or whatever it was called

    • @Dojibu
      @Dojibu 11 місяців тому +4

      Any Sufficiencly advanced science is indistinguishable from magic? Does that apply here?

    • @techwizsmith7963
      @techwizsmith7963 11 місяців тому +3

      @@Dojibu Not in this instance, technically. Magic, in this context, is the field of study involving the Weave and Mana, such as Geology being the field of study for Rocks and the composition of the Planet. So, if D&D society advanced far enough and followed our trajectory despite the differences, you could get a Bachelor's in Psychology, Geology, and Artifice as an example

  • @CooperAATE
    @CooperAATE 11 місяців тому +67

    I think it was a Colville video that introduced me to the idea of a certain percentage of people CAN be 1st-level adventurers, and each additional level makes that pool smaller.
    By that logic, my setting's population of 58,750 only has 389 people capable of casting spells above 4th level.

    • @hypercube8735
      @hypercube8735 11 місяців тому

      Which video was that one? It sounds familiar.

    • @oldmankatan7383
      @oldmankatan7383 11 місяців тому +22

      The 2e black book "high level campaigns" had a wonderful chart of leveled people per population. It was not conservative either!
      In our game, it ended up being that any village with a few hundred people probably had a 6-7th level someone there, and dozens of lower level people.
      It was awesome to play like that. The PCs were still heroes, but the world was full of capable people with other ideas...

    • @Zagaroth
      @Zagaroth 11 місяців тому +12

      That's tiny. Ancient Greece alone had 7-10 million people. That should be 389 people in a single city can cast spells above 4th level, in a city a quarter the size of Athens.

    • @jackr2287
      @jackr2287 11 місяців тому +3

      I know 1e has the math that in a low density but high interest adventuring area the ratio of leveled to 0th leveled NPCs is 1 in 50. In more heavily developed places (cities, towns) that number drops to 1 in 5000. Extremes. 1 in 1000 is suggested to be a better mean across a frontier kingdom with a footprint of a few hundred square miles and a million souls. So in this example, 1000 adventurers, of all classes, exist. That number then needs to be further broken down by class. Fighters don't typically get to cast spells, nor thieves. That's a much smaller pool of potential spellcasters. And for simplicity half of the pool you have left is of 1st level, half of that 2nd, half of that 3rd, etc... How many mid level wizards are their really? Everyone would know their name.
      But I don't think that implies you get a high magic setting from it. For one thing, not every wizard is going to be able to cast the spells of great reknown. Sometimes, you're just unlucky, and fireball is not one of the spells you'll ever be able to cast (without the intercession of wish.) Too bad.

    • @heirhead413
      @heirhead413 11 місяців тому

      Commenting in case anyone links the video

  • @patrickhandley627
    @patrickhandley627 11 місяців тому +11

    One magic user could literally change the world, especially if they got to be mid or high level. Even having a few cantrips and first level spells gives you a decent advantage over other people depending what they are and how clever you are with using them you could easily get yourself a lot of extra time and income. Prestidigitation alone would revolutionize basic mundane tasks that are otherwise time consuming at the best of times.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      as Grung makes the point of in his vid on Prestidigitation. :P
      Want something to do horrible things to an economy? Fabricate as a ritual, and a magic workshop that allows you to do the ritual at a lower level than normal. With the workshop being big enough to take half a dozen people. Would cost a stupid amount to enchant, but think of what you could do with it!
      Esp if you could make an advanced version of Fabricate--probably done by Gondians--that goes past the 5' cube limitation.
      Anyone for a 5' cube calculating clock with decorations and many different faces and controls and a long-duration high-accuracy escapement and a jewelled and engraved case--made in 10 min by one person, rather than 2 dozen craftsmen over the period of a year or so?

  • @j2dragon109
    @j2dragon109 11 місяців тому +15

    The general assumption of a dnd setting is that it’s post-apocalyptic. That there used to be a lot more magic in the past but there’s less now

    • @jackr2287
      @jackr2287 11 місяців тому +4

      Certain suspicions that it was a Wish fueled apocalypse. Perhaps there is some wicked magic tech out there.. but figuring out how it ticks or cloning it blindly is a serious investment in time and resources and skill.

    • @lorekeeper685
      @lorekeeper685 11 місяців тому +1

      Depends on the setting.
      Tho to me it seems like a highly advanced period of it's time.
      Chiromancy from ad&d puts it into light by saying the tech always exists somewhere but not common, than at a certain point with printing and all it explodes everywhere.
      It also had variants like a wizard cabal.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      I've not seen that in any of the three published settings I've played and GMd in.
      FR, sorta, cos of Netheril. But the amount of magic didn't change much, just the highest level of spells went away.

  • @ARViuff
    @ARViuff 11 місяців тому +23

    Its cool that DnD did have an empire of mages who lived in floating cities held in air by the wizards who ruled them. they were however destroyed by a force of magic eating creatures and they eventually nuked themselves and the creatures, kinda but not really setting the entire world back to the stone age in terms of magical progress.
    I took inspiration from that when I made my own homebrew world
    setting it some 1000 years after the god of magic dies, causing magic to slowly fizzle out as the gods presence fades over the centuries.
    their death also kicked off a domino effect which lead to many of the major powers crumbling and dying out.
    So now the players are living in a sort of post apocalyptical world full of lost knowledge and forsaken shadows of former great civilizations.
    There are still plenty of spellcasters in the world, but no one can naturally go higher than 5th level and those who can are far and few in-between.

    • @fangslore9988
      @fangslore9988 11 місяців тому +6

      then an Arch-wizardd named Karsis created a crown to become a god

    • @barbarianandy
      @barbarianandy 11 місяців тому +1

      ​@@fangslore9988No, Karsus created a *spell* to become a god. The crown was just shoehorned in as a component of the spell, which we aren't even supposed to know because Mystra yeeted all knowledge of the spell into space and made the spell itself impossible to cast. The spell was 12th level, the only 12th level spell to ever exist, and it was why Mystra made spells above 9th level impossible to cast.

    • @fangslore9988
      @fangslore9988 11 місяців тому +1

      @@barbarianandy the Crown is the spell, Karsis bound the spell to the crown provided the Netherstones are in its setting which is why it can still grant godhood to the one who completes it providing they have Karsis' Netheriese weave which is why it can grant godhood canonically to gale if that were to be your choice in Baldurs gate 3. the Netheriese weave is shattered and scattered in the most deep hidden places where Mystra hoped that no one could find them and put in objects she bound the weave too. Gale happened to have found 1 such fragment in the form of the orb that buried into his chest when he broke the binding spells.

    • @barbarianandy
      @barbarianandy 11 місяців тому

      @@fangslore9988 The spell, Karsus' Avatar, was a spell that targets a god and kills them and then the caster takes their place.
      If they retconned all that for the sake of some dumbfuck crown MacGuffin then fuck this, the FR lore can't ever remain fucking consistent.
      If the spell were bound to the Crown then the crown should be powerless as Mystra made spells beyond 12th level impossible. The reason why Karsus' spell failed was because he chose the dumbest possible target: Mystryl. Gale even says this.
      Edit: Read the Annals of Karsus. It explicitly says that the spell is Karsus' alone and that the crown is simply one part of it, along with an Orb and a Sceptre. The Crown absorbs and attracts magical knowledge and gives the wearer dominion over themselves.

    • @andrewsad1
      @andrewsad1 9 місяців тому

      I love that story. A race of beings that are fully immune to magic are attacking my magic empire, so I develop a spell that lets me swap places with a god. Which god do I decide to swap spots with? Bahamut? Tyr? Tempus? Nah. How about the goddess of magic? What could possibly go wrong!

  • @ppppppqqqppp
    @ppppppqqqppp 11 місяців тому +5

    People trying to run modern (as in post-3e) d&d for low magic or low fantasy games just confuses the hell out of me.
    The amount of work involved in homebrewing it out just seems like a waste when so many other ttrpgs that serve that niche exist.
    d&d players really do need to play more than one game.

  • @koboldqueen3055
    @koboldqueen3055 11 місяців тому +9

    This is why I lean into it. High magic has always been a win. It's always pulled more people into my table. My magitek settings is loved

    • @fangslore9988
      @fangslore9988 11 місяців тому +2

      unfortunately magic can be a downhill battle reputationally if it becomes too accessable then it can be used in crimes

  • @DBArtsCreators
    @DBArtsCreators 11 місяців тому +3

    The argument that D&D (for 5e at least) is incompatible with low magic systems is incorrect, per the DMG & Xanathar's Guide to Everything.
    * Per the DMG (page 9), the assumption is that all major progress is repeatedly lost as various factors (war, extra-planar assaults, magical hubris backfiring, plagues, etc), only to then be rediscovered / redeveloped and for the process to cycle again. Maybe each cycle will make a bit more progress than the last, but it will ultimately collapse when the magic goes 'too high', implodes, and falls back to 'low magic'.
    * With the XGE (page 72), we get a table that actually designates the relative 'commonality' of each class (between each other, out of 100 characters):
    ** Barbarians / Bard / Druid: 7% each
    ** Cleric: 15%
    ** Fighter / Paladin: 16% each
    ** Monk / Ranger / Wizard: 6%
    ** Rogue: 14%
    ** Sorcerer / Warlock: 5%
    * (XGE Continued): Results in about 43% non-magic classes (where only a portion of characters of each class can cast magic in some form); about 22% half-casters, and about 35% are full casters (those getting/borrowing power - Warlocks, Clerics, Druids - making up about 24% of that, with the remaining 11% being sorcerers & wizards).
    It is also important to acknowledge that not only are extraplanar entities rare encounters on the material plane (even if sought out), but even the more 'mundane supernatural powers' some races/species/creatures possess are usually limited in how often they can be used by any given individual, as well as limited by the overall population (to compare to our world from the 1700s to 1900s, so as not to get too far from the general setting D&D goes for without homebrew, we get a max population of around 600 million to 1.71 billion at best, broken down to make up the various intelligent creatures, a majority of whom are likely humans, orcs, goblins, or similar fast-breeding/short-lived creatures).
    We can also add on top of that the ratio of unskilled people vs. skilled people (extrapolated to D&D classes). For our world, the rate has varied over the years, but I find a 60%:40% rule works best (60% unskilled, 40% skilled); almost universally there are more people of less skill than there are those of more skill. For D&D ability, it end up looking something like this:
    ** (1st Break - Overall Population): 60% unskilled people / 40% skilled people
    ** (2nd Break - Skilled People): 60% Skilled Civilians / 40% adventurers
    ** (3rd Break - Adventurers): 60% Sidekicks / 40% Heroes (player characters)
    ** (4th Break - Heroes): 60% level 1 Heroes / 40% level 2+ Heroes
    So on & so forth; by the 3rd break alone (before getting into the above class breakdown), we are at only 6.4% of characters being of 1st level or higher, and only 2.56% of characters being of 2nd level or higher.
    One can homebrew to change this, but what it says to me is that in basic D&D, we are to assume that while there are a lot of powerful characters in the world (let's say around 38 million on the low-side), only half of them have any sort of real 'magical ability', and a far smaller portion of them are capable of any sort of moderately powerful magic (at least 4th level), let alone actual high-power magic (at least 7th level). It is a world where the number of people who could bring about the changes you describe could be counted on one hand, and even then only if they wanted to and could get others to listen to them for a prolonged period of time, without any sort of strife mucking up their plans.

  • @baconboi4482
    @baconboi4482 11 місяців тому +6

    DnD can’t be low magic, sounds like something a jaded old man who failed at making a low magic setting would say

  • @samburchard9921
    @samburchard9921 11 місяців тому +4

    Great video. Thanks for it. I agree entirely that magic in a by the book D&D campaign world has to be high magic. I think that a low magic world could be fun, though it would need to be heavily home brewed. You could do a thing where the players come from a different world to a low/no magic world and have to deal with the handful of evil magic users that also came over. An idea that I was thinking of trying for a short campaign was a caveman campaign, where all magic was new and wonderful and being actively discovered. No wizards and other limits on magic. Could be fun for a change of pace.

  • @downix
    @downix 11 місяців тому +31

    There was a sourcebook for 2nd Ed which actually had a low magic D&D campaign. Pretty cool idea, honestly.

    • @DefaultFlame
      @DefaultFlame 11 місяців тому +16

      One thing I loved to think about when it comes to 2E was the suggestion in the books to homebrew an early bronze age setting. Just think about it, a wizard having to bring an ox cart or two filled with clay tablets everywhere to memorize his spells.
      To me that's hilarious.
      Edit: Here's the part I'm talking about from the 2E DMG, chapter 7: Magic:
      "There is no standard size or shape for a spell book.
      [...]
      The spell book's size and shape is determined largely by the culture of the wizard who owns it.
      [...]
      The Egyptians would have used a rolled scroll of papyrus, with several required to make a book. Even more cumbersome, the ancient Babylonians would have used clay tables [sic] marked in cuneiform and dried.
      [...]
      Often a wizard's complete set of spell books occupies several shelves of his library, especially when the character reaches the highest levels. At this point, it is no longer practical for the character to carry all of his spell books with him when he travels.
      Therefore, many wizards opt to make traveling spell books.
      The traveling spell book is a more selective, more portable version of the character's complete spell books (although there is little that can be done to make clay tablets portable.) In the traveling spell book, the wizard places only those spells he believes he will need while traveling.
      There is no limit on which spells can be included, but a traveling spell book has a limited number of pages. Thus, a high-level wizard may need several traveling spell books to contain all the spells he thinks are necessary."

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      Which ones was that? I know they did a number of historical settings like A Mighty Fortress where magic is less pronounced. John Dee isn't going to run out and fling fireballs at the spanish fleet, but he might sit in a chamber and try to conjure bad weather through a ritual.

    • @downix
      @downix 11 місяців тому +2

      @@SusCalvin The Complete Fighter's Handbook. Within it is a whole chapter on how to write fighter-focused campaigns, which included low magic campaigns.

    • @federerlkonig330
      @federerlkonig330 11 місяців тому

      @@DefaultFlame which sourcebook?

    • @DefaultFlame
      @DefaultFlame 11 місяців тому +1

      @@federerlkonig330 I wrote that in my post?
      But in case you want it spelled out properly: Advanced Dungeons & Dragons 2nd Edition Dungeon Master's Guide, chapter 7: Magic.
      IE, it's in vanilla, not a sourcebook.

  • @broke_af_games9661
    @broke_af_games9661 11 місяців тому +3

    One year already! Good job. Always enjoy your content.
    Most people tell me I think about it too much ( why things are the way they are and how the could/should be given circumstances) so this scratches the itch.

  • @docdirtymrclean3610
    @docdirtymrclean3610 11 місяців тому +4

    When i think low-magic, i think Dark Sun.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      that's about it, for D&D

  • @gustavocatani
    @gustavocatani 11 місяців тому +3

    As a old player. D&d Dungeon's Master Guide from 3 and 3.5 have an actual table for calculation on how many PC class npcs a community should have. And it includes spellcasters...

  • @solonwilliams1965
    @solonwilliams1965 11 місяців тому +5

    For Pathfinder 2e, in the Lost Omens Travel Guide, it states that 1 in 5 have some innate or learned or bestowed magical talent, but only 1 in 20 of these individuals have the opportunity and desire to develop these abilities to be recognized as a practicing spellcaster. This varies slightly by region and culture, for example hobgoblin and orc cultures reject magic practitioners and gnomish settlements will embrace it and likely experiment with magic.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      so a lot of people could use wands and so on but not cast spells. Still has a major effect, potentially. :P

  • @Theroha
    @Theroha 11 місяців тому +4

    House rule I'm looking to implement to express how mundane magic is given the ubiquity of magical creatures: every character gets a cantrip based on their background, either prestidigitation, thaumaturgy, or druid craft. For spell casters, this doesn't count toward their known cantrips.
    In a world where gods and demons exist and nerds can throw fireballs, magic literacy should be viewed as science literacy is in ours.

  • @chickensky1121
    @chickensky1121 11 місяців тому +16

    I think D&D having a lot of magic is dope and I LOVE thinking about all the ways magic would influence society, even if there WERE only a handful of magic users. Personally I'm watching this video for my own worldbuilding though, lmao.

  • @Menzobarrenza
    @Menzobarrenza 11 місяців тому +7

    I would love a video about the Blood War from you.
    I don't think I've ever seen someone criticize it quite like you did, and would love to get your perspective in depth.

  • @KoljaWolfi
    @KoljaWolfi 11 місяців тому +6

    17:20 in our current campaign we encountered 1 magic user. and its a team member. 😅
    she is hunted as a witch in cities.
    well, settings make a huge difference

    • @thekaxmax
      @thekaxmax 4 місяці тому

      presuming that's not a published setting

  • @icecrystal7965
    @icecrystal7965 11 місяців тому +1

    Let's not forget about the implications created by the mere existence of the Order of Scribes subclass

  • @jj-sc1kq
    @jj-sc1kq 11 місяців тому +2

    This is interesting. Seems you have been doing some deep dives into how spellcasting can change the course of a world's development. That is worthwhile.
    I've always agreed with the notion that there should be plenty of reasonably high level characters out there. And there should be a lot of magic in the world.
    As I watched this, I have a few thoughts on this.
    1. "Learning to be a Wizard is expensive. So there should be a patron relationship." I feel like that limits the number of actual magic users. Also, learning to be a silversmith wasn't cheap back in the day either. But the master covered the costs of his apprentices. And we already have a "wizards have apprentices" trope. Instead, I would suggest that Rich families and governments should have at least one competent spellcaster on retainer. I also like the idea of wizards, at least eventually, setting up schools for teaching new wizards.
    2. We should be ignoring druids. They normally are opposed to the un-natural advancement of civilization. They're unlikely to support projects like deforestation to increase farmland. So to get them involved we need a way to convince them to help. In most capitalistic world views, that's offer them money. But what will they do with money? What can the civilized world offer them that they need or want? I can't think of anything right now.
    3. Just as with Druids above, I find myself asking, why? Why do wizards above a certain level do anything? You can charge massively for your services if you so desire. But what do you need gold for that you can't get via your magic at that point?
    ===========================
    My final thought, I keep coming back to is about the teleportation circle example that you mentioned at 7min 18 sec. I keep wondering, "if teleportation circles are so cheap to make, what reason is there to take a sailing ship out beyond fishing waters? What would be the drive to create things like trains or airships?" I realize it is stupid to talk too much about economics in D&D as it wasn't designed to have a strong economic model. But I find myself wanting to look at your numbers.
    I see that in 5E they don't mention how much it costs to hire a mage for an entire year. I found that interesting. (This is something that is defined in 3.5e.) It is a cost that is not factored into your equation and the people financing this also need to finance a matching circle on the other side. In addition they have to pay for the mage on the other side. So we could double all your costs and add the ongoing wage for the casters. This could still work out better in the long run compared to standard shipping. (It might also give the trading company that sets it up first an unfair advantage over every other trading group out there. This might result in some interesting in subterfuge by the other trading groups. In 3.5 for example a rogue can use disable device to destroy a teleportation circle.)
    ---
    Note: that if you use the 3.5e table for hiring a caster to set up the circle for us, it increases our cost by 164,250GP. Such a cost to hire a caster for this project might be too much for most trading companies to cover. (and doesn't take into account the notion that we also need a permanent circle on the other side for the return trip.) Even if we assume that the wages for the caster are a 10th of the cost of hiring an outside mage to do it, that still practically doubles your cost and becomes an ongoing operational cost from that point forward to keep the teleportation circle functioning.
    On a side note: In 3.5 Teleportation Circle is a 9th lvl spell and doesn't require a mage to spend magic to activate it. Setting it up is easier as the spell becomes permanent with the permanency spell. With some quick math, I see that it costs only 8,380 per circle to set up. (This can be done in an afternoon for the wizard who creates it.) The biggest problem then is convincing a 17th level wizard to do it for you. After all, if he can cast wish and get 25,000gp a cast, why does he need your 8,000?
    Sorry, that turned out much longer than I intended. Thanks for the great videos. Cheers

  • @timogul
    @timogul 11 місяців тому +2

    I do think that to a large degree only "PCs" have full stat blocks. This is true in all other aspects, a level 1 human Fighter is still better than a mundane human in a fight, level 3 Fighter is magnitudes more powerful. Player characters (and equivalent "special" NPCs) are portrayed as being miles beyond your generic NPCs, so why not in basic spellcasting as well? Even if you have things like "sorcerous bloodlines," that doesn't mean that every member of that family can cast magic, it just means that they carry some hint of that potential. The PC is likely the _only_ member of his family that can cast magic, the only one in which the "magic genes" were concentrated enough to matter. His other relatives wouldn't be able to pull off a cantrip.
    As for some races that have unique powers, these would also be very rare and/or unwilling to cooperate with a "magical economy." Some races are portrayed as existing only one for every million humans wandering around, or might be hostile monsters that would have no interest in working in a lightbulb factory.
    I do think you certainly would have the access to casting for nobility, but it would be more akin to a pre-industrial society's access to books or other advanced knowledge, rather than a more industrial level of democratized access. There would be _some_ access to magic everywhere, but not massive amounts of it, not like people flying through the skies all the time or floating buildings in an average city.

  • @timogul
    @timogul 11 місяців тому +2

    Also, rules as written, teleportation circle only transports _creatures,_ it doesn't transport _cargo._
    Or clothes, I suppose.

    • @thekaxmax
      @thekaxmax 4 місяці тому

      but an elephant with a cargo saddle....

    • @timogul
      @timogul 4 місяці тому

      @@thekaxmax Elephant, yes, cargo saddle? No. Cargo? Definitely no.

  • @ramuk1933
    @ramuk1933 11 місяців тому +1

    There's an NPC in my campaign who follows the players around that can suck magic from anything and place it onto other things (e.g. decursing a sword and using the magic to give your armour a +3), reflexively teleport, and baffle gods, but can't use offensive magic because it would literally destabilize the magic field. Yeah, I'd say my campaign is high magic.

  • @Dharengo
    @Dharengo 11 місяців тому +10

    I hold that magic at the very least requires training and experience to do. Even sorcerers need to have an understanding of the things they can do.
    "But they gain spells as they level.", you might say. But I would say, what do you even thonk experience points represent?

    • @prcs420
      @prcs420 11 місяців тому

      i hold that "think" should be changed to "thonk" forevermore. delightful accidental word

    • @DefaultFlame
      @DefaultFlame 11 місяців тому

      Wizard: "Endless study of the underlaying nature of reality and training to control my mind has allowed me to manipulate that reality."
      Cleric: "My faith in and service to my god has seen me rewarded with miracles."
      Druid: "My reverence and understanding of the balance of nature allows me to restore that balance."
      Sorcerer: "My great-great-great-great-great-grandmother got freaky with a dragon."
      Bard: "I made fun of a goblin and he exploded."

    • @taelim6599
      @taelim6599 11 місяців тому

      The way I headcanon it is that sorcery **does** require training, but what it requires training in is fundamentally different from wizards. The magic is innate and comes from you, so you have to understand yourself well in order to be a good sorcerer.

    • @Dharengo
      @Dharengo 11 місяців тому

      @@prcs420 I saw it and didn't even bother to change it.

  • @monkieillustrations
    @monkieillustrations 11 місяців тому +3

    in my Setting, every single person is magic, in some way or form. If i want to have a magical world i want my people to feel full of magic too

  • @MrNetWraith
    @MrNetWraith 11 місяців тому +2

    The whole idea that "earlier D&D was low magic" was, really, pretty fallacious itself. Yes, they did splatbooks based on historical fantasy, but those were outliers. You think 5e has a lot of spells? Earlier D&D literally only had one arcane magic using class, the Wizard; it had *thousands* of spells scattered across various sourcebooks. Settings ranged from Spelljammer and Planescape, places where you literally could only survive as an adventurer by having access to fairly powerful spells - the Inner Planes were literally instant death unless you had the proper magic - to places that, despite their "sword & sorcery" vibe like Greyhawk, were still full of epic level wizards with ridiculous arsenals of magic. Even Greyhawk had Mordenkainen and his Circle of Eight, and that's just naming the tippiest top of the iceberg...

    • @SusCalvin
      @SusCalvin 11 місяців тому

      It depends on the setting. OD&D in a crappy points of light region could be played pretty low. It depends on how hard that group believes in a level 0 world.
      Forgotten Realms is pretty generous with mid-level NPCs. Running into a level 6 bloke at the pub is not strange. The gods are half-active in the world. Magical events happen across the world every now and then. Planescape and Spelljammer are really up there.

  • @xanaxor88
    @xanaxor88 11 місяців тому +2

    My issue is how little ANTI magic there is in dnd. In a setting as magical as you describe there are very few items/ways to restrain spellcasting. In a big city with multiple casters you'd expect some form of counter-spell item that the guards/army can use to confront magical troublemakers. Silence is a 2nd level spell that can stop a high level casters from using most of their spells. Ways of common people dealing with magic problems are almost never explored

  • @lorinkramerone
    @lorinkramerone 11 місяців тому +6

    You don't have to jump through so many hoops for that first part. The DMG (or maybe the MM) specifically calls out the "Archetypes," like Scout or Knight, and says that you should apply the PC racial template on top of the archetype for different races. That's enough to prove that the average High Elf can cast spells.
    The Player's Guide also specifically says that, "Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town". That's gives us an absolute minimum of 1 third level caster per 10,000 people.

    • @mars7304
      @mars7304 11 місяців тому

      So to make your setting more low-magic, you can just adjust the scale. 1 3rd level caster per city above 50k people means you're hunting for a highly influential mage if you want to witness a fireball spell in action.

    • @lorinkramerone
      @lorinkramerone 11 місяців тому +5

      @@mars7304 I mean... sure? You can homebrew whatever you like. But the system rules HEAVILY encourage a high magic system. Magic users already get the spotlight by being objectively more powerful. Why would you also want to give them the spotlight by making them so rare that no one should rationally be able to prepare for their tricks?
      Setting dependent, of course. Maybe spellcasters are outlawed and they need to keep it a secret that they can do magic. But this risks adding more story beats to magic users on top of more power which can point the spotlight on them even harder.
      You could ban casters, but then, why are you playing D&D?

    • @mars7304
      @mars7304 11 місяців тому

      ​@@lorinkramerone I never said ban casters. I said the prevalence of casters can have a big impact on the tone of your setting

    • @lorinkramerone
      @lorinkramerone 11 місяців тому +2

      @@mars7304 do you always just repeat what you said without reading what the other person said or did you forget your coffee today?

  • @UlfgarSOS_
    @UlfgarSOS_ 11 місяців тому +8

    I would love to see older edition (specifically 1e/2e) magic being covered by you

    • @spudsbuchlaw
      @spudsbuchlaw 11 місяців тому

      Stick with BX lol

    • @SusCalvin
      @SusCalvin 11 місяців тому

      @@spudsbuchlaw Or your B/X clone of choice. They're mostly compatible with eachother.

  • @EvelynNdenial
    @EvelynNdenial 11 місяців тому +3

    scarcity - the number of wizards may be very low and the number of wizards of each successive level will be lower and lower
    availability - a person of such power as 5e magic casters have are in no way beholden to the wishes of larger society to make their magic available. and they only got their magic in the first place by an internal focus and dedication even more so for those of higher level so they will be predisposed to isolation.
    scalability - even if you have a decent number of magic users available to magically industrialize your society the method that magic is attained is not scalable to work over a whole society. maybe you have a dozen wizards who can cast teleportation circle, but they can each do it once a day and while they are doing that they are unavailable to do any of the other magical tasks you require them for and you have no way to replicate or transfer their capability to others.
    the three of these mean that unless the bar for magical capability is so low anyone who puts in a few years of effort can get high level spells the magicalness of your setting is going to be limited. the high magic stuff may be out there and the low level stuff may be common but how the society looks due to magic users will be less drastically different then you make out.
    outside threats however are depicted as commonplace in 5e and would have a terrible effect of society, like you said of yuanti and hags and devils. creatures like these would end up ruling or destroying any 5e setting.

    • @mars7304
      @mars7304 11 місяців тому +1

      The Witcher does a good job of this. Sure mages are available, but they're incredibly rare. They also all know each other, and you can't afford their services unless you're a world leader of some kind or hatch a crazy plot that they want in on. They also have a limited range of things they can do at any given time and their sources of power are also very limited. That way even the more fantastical moments feel limited in scale, because you're made aware of the limitations as rules of the world.

  • @valkyriebait136
    @valkyriebait136 11 місяців тому +4

    *This is part of the reason i have gotten out of DnD 5e.*

  • @royernster6792
    @royernster6792 11 місяців тому +5

    I’d love to see a video on the progression of wizards in an adventuring party and how that fits into the logistics of a world. Sure, if a sorcerer is out casting spells and fighting monsters all day, they’re going to grow more powerful. Same thing for any martial class, where your abilities are going to grow when practically out to use. But wizards? How is a wizard learning fireball from fighting these bandits? How are they evolving their spells in the same way. I have answers I use in my games, but find it an interesting topic and would love to hear your thoughts as well!

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      In some settings you need to find spells out on adventures. It is relatively easy to find people who know level 1-3 spells. Wizards form little study groups for that in towns. There is a couple dudes in town who can use level 4-5 spells and might teach you if you get in their good graces or do them a service. Being taught a spell becomes a quest reward in a way.
      You get one spell free per level in some games, I use that rule myself. That represents the self-study you've done as part of levelling up. A bit like how you start with one or a few starting spells. The rest you must figure out the hard way. In some rules you need to create spells yourself, which you do not do out on adventures. Wizards take some downtime to self-study which costs time and a load of cash, cash you hopefully picked up when adventuring.
      Sometimes spells are found in adventures. A spell is only found in a rare book somewhere in a ruin. It's inscribed on a stele of the half-fallen lizard man civilization. Scrolls in the old imperial library have been scattered around the world after the pillaging of the capitol. You don't find them by sitting at home. Wizards are a driving force behind many weirdo expeditions to these places.

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      In Call of Cthulhu it is easy for humans to learn spells. It just takes a lot of time and some translation skill, but there is no class barrier or special talent. A human can pretty much teach any other human a spell. When a cult starts up, chances are that all of them will have been taught some minor spell when initiated into the higher ranks. Some spells are secrets held by cult leaders, because it's hard to oust the only guy who knows how to call your god in a coup. Either way, spells is something people learn during months of downtime, bit when out on investigations. The slow pacing of some old Chaosium adventures might allow you to do this, because you do weeks worth of investigation and a couple months ocean travel.

  • @nadezhdaposlednaya6526
    @nadezhdaposlednaya6526 11 місяців тому +1

    10:57 - no, it's not hard. You just have to get level 3 as a caster. Its like beat one cave with dozen goblins and then beat a local bandits hideout. And you discovered an invisability by yourself, without learning it from anyone. I believe mage guilds have to conjure bandits and goblins to promote apprentice wizards to gain new spells.

  • @tylergreen4977
    @tylergreen4977 11 місяців тому +2

    I agree that D&D world necessarily MUST be pretty darn high magic. Also, sage advice says that the teleportation circle only consumes the material cost after the year elapses. Regardless teleportation circle is worth the money, I agree lol

  • @kevoreilly6557
    @kevoreilly6557 11 місяців тому +3

    Old school D&D felt low magic because of
    1 - very low spellcasting at levels 1-4
    2 - going up in levels cost gold in the amounts even aristocrats would cry at
    3 - making magic items was mainly a lost art
    Eberron 3e was deliberately what a society looks like with “magic” in everyday life where magic was a steam/early electrify metaphor
    The setting is very much not “low” magic having fun campaigns in for 8 years, but it can be very dangerous
    5e is junk - it has no internal consistency about the impact of magic in MCU … (M for magic)

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      AD&D had some rules for making magic items and potions. It cost time, cash and most importantly xp. Some wizard had to decide if they really wanted to pay 3000 of their had-earned wizard xp to make some +1 item or a handful of potions. More advanced items could cost tens of thousands of xp. It was something wizards did at the end of their career, when either vanity or duty made them consider leaving a lasting gift to the world behind. It was a couple masterpieces that defined your legacy. Not something a few level 3 blokes can sit and cobble together as a school project.

  • @BigsZone
    @BigsZone 11 місяців тому +1

    Yuan-ti having more spell casters then your entire society. Makes them sound like terrifying villains.

  • @AchanhiArusa
    @AchanhiArusa 11 місяців тому +4

    Runequest without magic is much easier than D&D5e without magic.

    • @SusCalvin
      @SusCalvin 11 місяців тому

      As long as the ducks are there I'm happy.

  • @Drawoon
    @Drawoon 11 місяців тому +1

    I think the better way to say "high half-elf" is "tipsy elf"

  • @____________838
    @____________838 11 місяців тому +2

    D&D can be low magic, just not very many of the published settings.
    For even more verisimilitude, I suggest something along the lines of “E6” as a ruleset.

  • @c.d.dailey8013
    @c.d.dailey8013 11 місяців тому +2

    Magic is awesome. I just embrace it. When I make my fantasy world, I just put a lot of emphasis on magic. If someone doesn't want magic in DND, they should just play a different game entirely. If someone said they don't want much magic in DND, they sound like the fun police. The video mentioned psychic power. That is actually a kind of magic. Psychics are just thier own kind of magician class.

  • @night2501
    @night2501 10 місяців тому +1

    Do not forget the magic initiate feat that can be taken by almost anyome

  • @thiagom8478
    @thiagom8478 11 місяців тому +1

    Seems reasonably clear that you are right in the main point. D&D usually isn't low magic, it is considerably high magic (at least at third edition, which is the one I know something about). I wonder why the argument feels necessary. Is the case that "low magic" became at some point an desirable atribute in itself, for some people?
    Are those people then forcing plausibility for the sake of "protect" their beloved game from the "accusation" of being high magic?
    By where I am sitting there is no shame in loving a high magic setting, no objective superiority of low magic over high magic. Things are relative, and one can always mention a MORE extreme high magic example (but it will probably be a comic setting and/or from Japan). Those settings are not "worse" than D&D average flavour for being high magic compared to such D&D recipe. Neither is Middle Earth "better" to such settings for having lower magic.
    On the other hand, I would bet that any bold enough Game Master can cook a Low Magic setting (lower than Tolkien's even) with D&D rules. Actually, even a no-magic setting. Would take some creative choices, to balance things, I suppose. And the result would taste different from average D&D setting. Still, it is possible.

  • @lustykong7591
    @lustykong7591 11 місяців тому +9

    Counterargument: maybe im built different and my worldbuilding is good enough to get around this mechanical dissonance

    • @thekaxmax
      @thekaxmax 4 місяці тому +1

      depends 100% on what world you're building. I would, for example, not use D&D at all for a low-magic setting--too many changes to existing material to make that worth doing. Example: look at the amount of work they did to make Dark Sun work.

    • @DabroodThompson
      @DabroodThompson 2 місяці тому +1

      @@thekaxmax Yeah, but Dark Sun is awesome, so I think that makes the effort worth it.

  • @toothlessthedragon5100
    @toothlessthedragon5100 11 місяців тому +1

    When I am world building my own campaigns I like to look at what doesn’t make sense in my world and figure out what detail will make this make sense and change as little else as possible.
    For example, my current campaign is a Fallout-Esque game, where due to the sharp decline population during the apocalypse, there was not enough faith going around for the gods to sustain themselves, and they all died. The thing is I am not a fan of limiting player options so Clerics still exist, which doesn’t really make sense if there are no god to give them power.
    The solution I came up with: what if the power doesn’t come from the gods. Gods get their power from the faith of the followers and then give it back in the form of magic abilities. Many Clerics of this world unknowingly give themselves power.
    This lead to a new faction in my world called the Eternal Church. They figured out that there is no longer a middle man in the process. They promote people to grow their innate divine power by preaching the Philosophy of “faith in the self”

  • @taneelbrightblade6622
    @taneelbrightblade6622 11 місяців тому +1

    My current campaign has been a high magic setting except for one continent that was cut off from everyone else and had a lich actively suppressing magical knowledge to avoid challenges to his proxy emperor. Then an extra dimensional dragon showed up and gave them nuclear tech, which totally threw the players who’d been waltzing around the continent like invincible gods for a loop

  • @DragonKingZero
    @DragonKingZero 11 місяців тому +2

    I feel like magic users of some level should be at least as common in The Realms as drivers (whether of common blades or rare blades) are in Alrest. Maybe not _literally_ everywhere, but still in a LOT of places and walks of life, from important movers and shakers to some ordinary civilians or lowly bandits, to even the occasional wild monster.

  • @Name.she-her-hers
    @Name.she-her-hers 11 місяців тому +1

    I dmed a game where npcs used class levels and I made it where level 1 was an adult that never trained in their life and 2-3 for npcs that have more physical demanding jobs. I even increased the level cap all the way to 50.
    I did make a restriction though to limit higher level spells. I essentially made level 13 in any single class to be locked behind reaching level 25. This essentially meant you were forced to multiclass 12 levels before you went further into your primary field.
    In lore the explanation was that at level 20 the chains keeping you as a mortal first started to crack (players were allowed to have 30 in any stat rather than be limited to 20), at level 25 you have broken the chain and no longer bound by the same rules and have sort of become demi-gods. You then would reach the limit of this state at 50 were you would have to fully become a god to go further.

  • @RyuuKageDesu
    @RyuuKageDesu 11 місяців тому +2

    I'm currently running a game set in the birth of the world's civilization, and it is basically dripping with magic.

  • @mischake
    @mischake 11 місяців тому +2

    In a dnd world with almosy no magee, any caster class player character would be ripped from their adventuring to be a country's most important figures at the right hand side of the king

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      In Birthright, you played the baroness and her court of guild heads, arch-wizards, templars and general troubleshooters, diplomats and commanders.
      Wizards must face budgeting. You could use powerful domain-level spells but they cost cashbucks and time. You had time, but not cashbucks. So you tried to get a patron to bankroll you. Any cash they spend on you is cash not spent on a regiment of blokes, a warship, repairing the walls etc.

    • @mischake
      @mischake 11 місяців тому

      sounds fascinating! @@SusCalvin

    • @SusCalvin
      @SusCalvin 11 місяців тому

      @@mischake So you are the baroness. The goblins has destroyed a road and repairing it costs 4 funds. And this dude from the temple wants the same amount to hold a festival to the gods that will increase fertility in a province for a few months. But you kind of need a road, or the chamber of commerce can't get trade going again. And all these people are trying to run the barony together, both jockeying for influence and power while holding it together against outside threats. You could have two temples in the barony who both think they should hold this festival and get on your good side.

  • @arcanefeline
    @arcanefeline 11 місяців тому +1

    I don't get why speculate about "what would a high-magic society look like" when Eberron exists. Except for the fun of it, I guess.

  • @Mgauge
    @Mgauge 11 місяців тому +1

    I never understood why some people get angry when a world where magic is so common that some random farm kids are born knowing how to throw fire exist.

  • @roamingthereal4060
    @roamingthereal4060 14 днів тому +1

    Ratio your magic user to population, change up the ratio depending on if a town is high magic... thats usually all i need to know to give me a sense of the town. Small towns usually have 1 magic user, usually a priest of sorts, going up from there.

  • @arcanefeline
    @arcanefeline 11 місяців тому +2

    Posting about Eberron again, just so more people would become aware of it.
    Seriously, fellas, Eberron is one of the best high-magic settings for D&D out there.

    • @SusCalvin
      @SusCalvin 11 місяців тому +1

      It's not my game, but I respect how someone finally embraced the magitek fully. It's the setting which fits what 3.5 became.

  • @jarredallen3228
    @jarredallen3228 11 місяців тому +3

    I'm curious - how large a portion of people in your worlds have levels in various PC classes? In my head, about 10% of people have levels in various classes, maybe half of them as spellcasters, but there's more people who have the "baby feat" for the class (e.g. a new priest to a deity starts with Magic Initiate for a few Cleric spells before graduating to level 1 Cleric, guards start with Weapon Master for a little bit of fighting proficiency before graduating to a full fighter, &c)

    • @Joseph-ky3os
      @Joseph-ky3os 11 місяців тому +2

      Depends on my world as well as what's going on in general but I often go 5% or lower for people with class levels. I figure somewhere around 80% have straight up peasant stats with 10 across the board and then rough estimate a bell curve for even an 11 in a stat let alone a 12. And plenty of people have non-adventuring uses for these things. Plus, you get a good number of wizard hopefuls who only have a 12 or 13 in a stat. So the DC for their spells is pretty darn low. Adventurers and people like them are the exception not the rule for me even for people with class levels.

    • @matthewparker9276
      @matthewparker9276 11 місяців тому

      I go for around 1%. In a small rural village servicing about 1000 population only a handful of people would have the equivalent of player level power. The priest, whomever is in charge of enforcing the law, a few retired adventures/soldiers, and maybe a craftsman or two.

  • @aski551
    @aski551 Місяць тому +1

    In 5e there is no ability score requirement for casting spells.. you can have INT of 6 and cast 9th level spells.. The rule that you need at least 19 INT for that is from 3.5 and was taken away in 5e (examples are of wizard, hence INT, but same applies to other spellcasters).
    You only lose slots and how high DC you get.

  • @uathomas922
    @uathomas922 11 місяців тому +1

    I think you may be forgetting an important part of the Dnd tradition. “Deep Time”.
    Magic, magic items, even spells themselves - don’t come from recent history(with a couple of exceptions) they are ancient and lost knowledge. We don’t know how to “invent” magic anymore.
    Even when you create a magic item like in Xanathar’s expanded rules - you can only create a magic item that ALREADY exists. You’re at best imitating something old. Not new.
    And there’s no player facing rules for creating new spells at all.
    This has some major implications about magic and how it’s manifested/discovered.
    Maybe that’s why the races that start with magic for the most part have a “reason” to start with it. Elves get magic because they live a long time. Gnomes too. Duergar have it built into them from their mindflayer-slave days.
    That’s kind of the final distinction. Is magic biological? Or is it learned?
    High elves it’s probably learned. Duergar it’s probably biological. Yuanti probably biological/religious(master-race ideals and all that that they have).

    • @SusCalvin
      @SusCalvin 11 місяців тому

      In AD&D it cost xp to make a magic item. Some wizard had to decide if 5000 or their hard-earned wizard xp was worth it. Wizards might end their careers making a couple magic items, if the sense of leaving some enduring gift appealed to their vanity or sense of duty. A real big one could take tens of thousands of xp. A chump level 3 adventurer isn't going to do that. Same with potions and spells, even if they were more economical. A magic item is more like your final defining masterpiece.
      In points of light, you are sometimes walking on the ruins of an older civilization that made these things and rediscover them. No one makes scrolls in town, but since the sacking of the old capitol there's old scrolls spread around here and there. If you find one, you can copy that spell to yourself and eventually your little community will have this spell. But you don't make up spells by sitting at home, they're somewhere out there inscribed on steles or copper plates or practiced by that dude who is definitely not allowed in town any more.

  • @EyeOfMagnus4E201
    @EyeOfMagnus4E201 11 місяців тому +1

    It does seem to me that even if magic is an inherited ability that only starts out with a few people having it, unless it's somehow regressive, eventually it should become very common. For instance, let's say that the only magic user in the world is Lord Draco because only he has the dragonblood needed to use magic, but when he retires he has a couple kids who inherit the dragonblood and can thus also use magic, and in turn they each also have a couple kids (for a total of 4 grandchildren altogether) who also inherit the dragonblood and can use magic as well, if you keep up the average of each generation doubling (with some descendants maybe not having any kids, but others perhaps having 4 or more to make up for that to keep an average of each descendant having 2 children), in 10 generations (about 200 years) you'd have 1000 magic users, in 20 generations (about 400 years) you'd have a million magic users, and in 30 generations (600) years you'd have a billion magic-users. Realistically, after 600 years you would not have an actual billion magic users, but instead this might simply mean that a nation of 10 million people would have a population consisting almost entirely of people with multiple ancestors (100 on average given the math) with the dragonblood genes/ability/whatever, and thus almost everyone could use magic, with maybe a few outliers or foreigners not having the ability to use magic. This sort of happened in real life with Ghengis Khan, who lived about 800 years ago, and now has 16 million descendants. Obviously they didn't inherit magic from him, but it does provide proof of concept for the theory number-wise, at least.

  • @LemonMoon
    @LemonMoon 4 години тому

    Umora, the first setting for the podcast Worlds Beyond Number, really feels like it takes dnd’s mechanics in to account in its world building. Royal houses of sorcerer bloodlines, the citadel of wizards, etc. really good podcast

  • @allenyates3469
    @allenyates3469 11 місяців тому +1

    Deathbringer. Some people need to find Jesus. You need to find Deathbringer.

    • @sidneystubbe535
      @sidneystubbe535 2 місяці тому +1

      I find it amusing how Deathbringer adds a negative consequence to casting spells. The main spellcasting class only has on average 200 spells in their entire career before they turn into an NPC monster. So no spellcaster in their right mind would use magic to sew buttons or do the dishes. And after accumulating a couple corruptions, most spellcasters would stop casting combat cantrips and invest in a crossbow.

  • @OfGodsandGamemasters
    @OfGodsandGamemasters 11 місяців тому +2

    I don't disagree about the baseline settings...but how common are the heritages that have inherent magic in any given setting? How willing are they to share? Take into account demographics, especially things like tieflings and aasimar *could* be more rare.

    • @MarkD5678
      @MarkD5678 11 місяців тому +1

      to be fair, in 5e gnomes and tieflings are by the core rulebook considered "uncommon" in comparison to humans, dwarves, elves, and halflings.

  • @jocelyngray6306
    @jocelyngray6306 11 місяців тому +1

    3rd Edition had very detailed city population statistics that could be used to estimate the number of spellcasters in a city and country.

  • @gaarik
    @gaarik 11 місяців тому +1

    I don't think I've heard a better argument for 1e and 2e D&D in quite a while. It's too bad I like worlds where low levels of magic are commonplace.
    Of course, worldbuilding-wise, this is definitely an argument to consider when building the role of magic in the world. I think I'm going to limit magic-grade components more in what I'm writing. Could help with how higher-power magic is able to be used.

  • @_Crunchy
    @_Crunchy Місяць тому

    The setting I run in has abundant low level magic (1st to 2nd) to the point that probably half my homebrew humanoid stat blocks have spells. Then things get a lot rarer from there. Being able to cast up to 5th level spells is the highest spell level any humanoid npc is ever going to reach before they become a named and important character. 6th and up exist, and as the main characters the party might meet such casters, but they're all the kind of people that are likely to have the party rolling history checks when met.

  • @lukkaredwolf3534
    @lukkaredwolf3534 6 днів тому

    One of the ways this was slightly addressed in the older editions was that you could not cast spells of a higher level than your prerequisite attribute -10. I e. If you are a mage with a 16 intelligence, you just CANNOT cast or even comprehend spells above 5th level. I can't remember if you even get the slots to use for lower level spells. It seems good to go back to that. Especially with the upper limit on attribute scores in 5e.

  • @Parker8752
    @Parker8752 11 місяців тому

    One thing I really like about D&D 3.5 is that it has a system for generating settlements which includes determining the highest level member of any given class within a settlement. This gives a reasonable upper limit to what magic is available in a settlement of a given size, assuming that you as the GM don't choose to add something custom to the area. A small city, defined in 3.5 as a settlement of between 5,000 and 12,000 people, for example, has you roll for the level of the two highest level of each class - for a wizard, that's 1d4+6 in this size of settlement. In a small city, you might have one, maybe two, wizards capable of fifth level magic - or you might have none. In a large city (12,000 to 25,000), you roll three times and it's 1d4+9, potentially giving you at least one wizard capable of level 7 spells, and in a metropolis (25,000+) it's four rolls of 1d4+12, meaning you'll probably have a couple of wizards capable of casting level 8 spells.
    That said, some of the various spells are of different spell levels in 3.5 compared with 5e (teleportation circle, for example, is a level 9 spell, and greater teleportation, which allows you to teleport without any chance of ending up off target, is a level 7 spell), so how any given spell impacts society would depend on that. In 3.5, teleportation would be less of a game changer than in 5e, but it would still be used to allow, for example, the most powerful noble of a large city to get to somewhere they absolutely need to be much more rapidly than more mundane travel would allow. Flight, on the other hand, would be far more useful to those who could afford it, and it would be just as big a game changer as it was in real life.

  • @ARatherDapperTapir
    @ARatherDapperTapir 7 місяців тому

    8:00, that yep was so matter of fact and nonchalant, as opposed to the usual exaggeration of that answer. I got a good chuckle.

  • @AdorkableDaughterofNyx
    @AdorkableDaughterofNyx 11 місяців тому +1

    you know how many cultists i encountered that can cast low level Cleric Spells? you know how many Tribal Societies have Shamans that can cast firebolt, entangle, and healing word? you know how many rural cities have a cleric with at least lesser restoration? you know how many times i encountered gothlolis who can cast fireball with just the frustration as the only required component? this was true even in old school D&D and the like. the setting was pretty high magic since the beginning. look at how many published settings were swimming in magic daggers and magic longswords. look at how many modules included exactly enough magic spidersilk dresses to gear up the party rogues and wizards in a system where rogues and wiizards couldn't wear armor? look at how many level 0 funnels included an optional lake with a maxed out holy avenger turning a PC who took a leap of faith and swam to the bottom of the lake into a 1st level paladins, elevated to any minimums they didn't previously meet.

  • @broke_af_games9661
    @broke_af_games9661 11 місяців тому

    About the species... From what I can recall, innate spells are available to all instances of a stat block (such as drow)

  • @fangslore9988
    @fangslore9988 11 місяців тому +1

    within the setting i'm working on for a TTRPG magic is quite rare and what made it rare was the cults of evil mages which hurt the reputation of magic in the eyes of the common folk though the mages guild does stay somewhat popular due to services it provides

  • @roshidex
    @roshidex 11 місяців тому

    In my setting, sorcerers are studied to replicate their weird magic. Those things that they can do because their blood (or any other type of origin) are studied by wizards and druids to be able to do it with components.
    So every time that my players wanted to play a weird homebrew sorcerer, they have plot hooks to academia, either as teachers, study cases or (in)voluntary donors of blood. And when the next campaing start, there is something about that research that have spread and cause something else to appear (like a university focused on their type of magic, a magic item, and in the most world changing event, a new super powerfull race).

  • @myboatforacar
    @myboatforacar 11 місяців тому +3

    The idea of magic being almost exclusively, with extremely rare exceptions, the purview of non-humanoid creatures whose goals are fundamentally incompatible with those of humanoids sounds exciting, actually! Really ramps up the danger level of the setting, with humans the underdogs fighting against an objectively superior enemy. I bet you could do a lot with that 😊

  • @megablasters5
    @megablasters5 11 місяців тому

    Something to consider though is that many settings with such high level artifacts is due to there being a past where magic worked differently, or was more accessible. Forgotten realms has that very specifically, Dark Sun is in a state of disrepair, and Eberron doesn't have many rarer items because of its setting.
    There is a good amount of casters, but it works somewhat differently for characters compared to NPCs, especially with newer rules where they imitate spells without actually casting them.
    But yeah definitely for some lower leveled magic there would many casters in most settings

  • @NekuZX
    @NekuZX 2 місяці тому

    6:43 I can't seem to find this man's video on prestidigitation. Does anyone know which one he's talking about? I would like to see it.

    • @Grungeon_Master
      @Grungeon_Master  2 місяці тому +1

      ua-cam.com/video/z72z7akfTnY/v-deo.html
      Here you go!

    • @NekuZX
      @NekuZX 2 місяці тому

      @@Grungeon_Master Thank you!

  • @robertbemis9800
    @robertbemis9800 11 місяців тому

    I came up with the manna to miasma conversion in D&D world building
    Classed characters absorb mana
    Casting a spell or using a class ability or even spending HP to prevent an injury “burns” manna
    Burnt manna turns into miasma
    Miasma collects into nodes that turn into dungeons that convert miasma into monster spawn, traps and treasure
    Killing spawn, defeating traps and stealing treasure releases multiple kaiju threats until the manna imbalances is ended
    Continuing the cycle
    The downside of a teleportation network is eventually it spawns multiple kaiju

  • @lostbutfreesoul
    @lostbutfreesoul 11 місяців тому +1

    Cleric in a Bottle... get them by the dozen, in every marketplace near you!
    Whom did they think where making all those potions?
    All those Scrolls? All those +1 Weapons...?
    It clearly isn't the adventurors, not with that 1/2 price re-sale value.

    • @SusCalvin
      @SusCalvin 11 місяців тому

      When you made magic items and potions in AD&D, you paid with time, cash and xp. Some wizard needed to scrounge up a lot of cash or get a sponsor to do so, sit down a few months and decide to personally delete 5000 hard-earned wizard xp. Bigger items could easily cost tens of thousands of xp. It was something people might do at the end of their career, when either vanity or duty compelled them to leave some lasting legacy so the next generation of the duchy would have another +2 axe.

    • @SusCalvin
      @SusCalvin 11 місяців тому

      One-use scrolls and potions were a little less costly, and you could make a small batch without foregoing your next level. It was still easier to scavenge the ruins of the last empire for scrolls than to make them.

  • @rosecityandbeyond
    @rosecityandbeyond 6 днів тому

    For 5th edition, you're entirely correct. 5th edition essentially broke low-magic worldbuilding with infinite cantrips, and forced everyone into a high-magic setting. I had to find ways to explain this when I updated my low-mid magic setting from 3.5e, and ended up having to basically turn it into a high-magic one.

  • @ericksemones9681
    @ericksemones9681 8 місяців тому +1

    I agree with a lot of the points that you made. I do think Eberron and Exandria are much better high-fantasy settings because they take D&D magic and monsters--and their implications--into the worldbuilding.

  • @eliotoole4534
    @eliotoole4534 11 місяців тому +2

    Can you do one on transmutation magic?
    (Any/all)

    • @fangslore9988
      @fangslore9988 11 місяців тому +1

      in the TTRPG setting i'm working on, for a TTRPG i'm making there's alchemic magical transmutation (its comparible to sith alchemy in starwars eu x full metal alchemist) and there's living transmutation which is a lot like human alchemy id full metal alchemist, it takes living creatures and alters it and living transmutation cannot be reversed

  • @Bookworm159
    @Bookworm159 6 місяців тому

    I've thought about this problem quite a bit, and the determination I came to is that with how it is set up, a 5e world should be run by a cabal of 20th level wizards. They have simulacrum which they can cast for free with wish. They have clone, so they literally live forever and can choose anyone else they want to also be immortal. They can store any number of clones in demiplanes that are entirely unreachable with a tuning fork and a spellbook with plane shift in it. There is really no counter to a group of a dozen max level wizards who support each other when they are in danger.

  • @KodeeDentares
    @KodeeDentares 8 місяців тому

    I came up with an idea while listening to this video at work!
    There is a culture that, at the equinox, gathers together in a magic ritual.
    Magic users of any and every kind and power gather together to enact a ritual that raises the ambient level of magic in the square/town/region for an hour, a day, or a month, all depending on number, strength, and availability.
    This ritual immerses the unborn in high levels of magic, increasing the chance of new magicians being born into the world.

  • @ARatherDapperTapir
    @ARatherDapperTapir 2 місяці тому

    I have actually made a big part of this a campaign premise. A multiplanar crash in relatively slow motion has shunted various everythings into other reality's. The game takes place in a recently nonmagical world, and in just 6 years is both in major disarray, and also going through a revolution. And yes, the major plot is a classic slow world domination by high level casters using the latent energy from the crash instead of the weave. Few realize what's happening, because nost simply can't comprehend it.
    Edit for further thoughts: Actually, now i think about it, most of the games i run or influence follow this idea of a recent magical influx or cataclysm in some capacity. It sets a stage, makes background immediately active and engaging, ensures there's plenty to do in the world, allows for newer and experienced players to learn the idiosyncrasies of the system as they happen, and maybe it lets me cover any little plot holes that crop up as a result of me not being B. Sanderson himself. I'm no professional, but it seems to be what works for me and my multifarious parties.