A D&D empire, 200 years in - what makes it collapse?
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- RadiantPhoenix
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God of magic raises middle finger => imperial age of goblins comes to an end => GIANT FROG interlude => age of men begins.
Next up: age of fish-men; tides will rise. Then fey, then dwarf, then back to goblin. Big circle. Or so the eldest titan says.
Next up: age of fish-men; tides will rise. Then fey, then dwarf, then back to goblin. Big circle. Or so the eldest titan says.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
- Judging__Eagle
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I think that looking at existing content and history is what you need to do Bihlbo.
Taking the example of say, Dune, one has:
-A nagigation/travel guild (the Spacing Guild)
-A Financial Collective (CHOAM)
-The Ruling Leader (backed up with the most elite military known) [Padashan Emperor & Sardaukar troops]
-An Assembly of Ruling Heads (Landsraad)
-Shadow Elements within existing power structures (Bene Gesserit)
-Outsiders with Membership that are necessary (Bene Tieliaux)
So 6 main players; none of which are willing to allow any other complete sovreignty; and two of which are full of their own internal factions (CHOAM and Landsraad).
If you can outline the players at the Empire level; then you can perhaps figure out what sorts of antagonisms they can have.
Potential factions:
The Pantheonists: Clerics of Empire-supporting dieties; infighting along theological and/or alignment and/or aesthetic reasons
Emblem: A pentet of interlocking circles in a circle
Nickname: Ringers
Green Wardens: Maybe your 'empire' is something along the lines of Japan when it comes to forest coverage; and has ridiculous coverage with forests everywhere, and people building wall-of-stone//wall-of-iron "hives" (think above ground termite mounds, build of stone and reinforced with iron; druids would be all for structures like that, since it allows their preferred terrain to take up a lot of area)
Emblem: A Leaf
Nickname: Greens, Leafs
The Scribes Guild: Wizards and writing type casters
Emblem: A Written Page
Nickname: Pages
The Eldritch Guild: Sorcerers and non-book casters (a fellowship; with vetting, badges, proving etc.)
Emblem: A Lighting Bolt
Nickname: Bolts
The Immortal Throne: Magocrat, has some relic cheese that allows for controlled reincarnations, or an artifact; to maintain stability; also part of a lineage of hero-adventurers (?)
Emblem: a Crown
Nickname: The Crown
The Imperial Guard: Some sort of super-unit; pick a plane; pick a species; apply planar template to species. Anything from Fiendish Frost Giants to Axiomatic Myrmidions/Formians or Lighting Goblins; w/e.
Emblem: Crown above a pair of crossed Swords
Nickname: The Crowns Swords
The Guild of Adventurers: Elite problemsolvers; all swear an oath to the Magocrat [so, sort of like the Sardaukar; if every member was Maverick, Conan or Snake Plissken].
Emblem: a Sword pointing downwards
Nickname: A sword, swords.
The Gating Guild : Have a monolopy on travel; by having a monopoly on Gates; members of the Eldritch; Scribes and Green Wardens who wish to join the Gating Guild need to both renounce previous ties before joining; or the Gating Guild is the only group that knows and teaches about teleportation magic. Possibly Outsider-linked; Perhaps each Gating Guild outpost has both a Celestial and a Fiend who are bound to a location to advise the local comptroller.
Emblem: Door
Nickname: Door people
The Teamsters: Trade guild; everything from carrots and turnips to bloodiron and dead bees passes into a Teamster wagon at some point in its passage from one province to an other. Only guild with the right to carry trade goods beyond a provinces borders.
Emblem: A horseshoe
Nickname: Wagoneers
The Free Companies: unaligned adventurers who form their own organizations and are given a deputization by one of the established factions.
Emblem: Crossed Swords under the emblem of their sponser
Nickname: X-Swords, [Faction] Swords
Note a character can't be a member of the GoA and the Scribes/Eldritch/Green Wardens/Gaters/Teamsters. You can join one of these factions; or work as an independant (free company) for more than one.
Next, you figure out who makes up each faction in more detail; allies and enemies of each faction; and what possible end goals are.
I'd be wary of doing things like "magic has a total cap of actions if can perform"; since spells like Wall of Iron already are conservation of mass studies (one needs a pound of gold; which gets it neutrons and protons rearranged into slightly less dense iron atoms).
Likewise with Continual Flame (need to grind up crystalline ruby then energize and align it to create a low-end light generation feedback loop).
Having a 'cap' on stuff like charm person only is tenable if things like "hammering nails" also has a cap; and once you start nailing your 5 millions and one nail; then previously hammered in nails begin to pop out of wood.
Taking the example of say, Dune, one has:
-A nagigation/travel guild (the Spacing Guild)
-A Financial Collective (CHOAM)
-The Ruling Leader (backed up with the most elite military known) [Padashan Emperor & Sardaukar troops]
-An Assembly of Ruling Heads (Landsraad)
-Shadow Elements within existing power structures (Bene Gesserit)
-Outsiders with Membership that are necessary (Bene Tieliaux)
So 6 main players; none of which are willing to allow any other complete sovreignty; and two of which are full of their own internal factions (CHOAM and Landsraad).
If you can outline the players at the Empire level; then you can perhaps figure out what sorts of antagonisms they can have.
Potential factions:
The Pantheonists: Clerics of Empire-supporting dieties; infighting along theological and/or alignment and/or aesthetic reasons
Emblem: A pentet of interlocking circles in a circle
Nickname: Ringers
Green Wardens: Maybe your 'empire' is something along the lines of Japan when it comes to forest coverage; and has ridiculous coverage with forests everywhere, and people building wall-of-stone//wall-of-iron "hives" (think above ground termite mounds, build of stone and reinforced with iron; druids would be all for structures like that, since it allows their preferred terrain to take up a lot of area)
Emblem: A Leaf
Nickname: Greens, Leafs
The Scribes Guild: Wizards and writing type casters
Emblem: A Written Page
Nickname: Pages
The Eldritch Guild: Sorcerers and non-book casters (a fellowship; with vetting, badges, proving etc.)
Emblem: A Lighting Bolt
Nickname: Bolts
The Immortal Throne: Magocrat, has some relic cheese that allows for controlled reincarnations, or an artifact; to maintain stability; also part of a lineage of hero-adventurers (?)
Emblem: a Crown
Nickname: The Crown
The Imperial Guard: Some sort of super-unit; pick a plane; pick a species; apply planar template to species. Anything from Fiendish Frost Giants to Axiomatic Myrmidions/Formians or Lighting Goblins; w/e.
Emblem: Crown above a pair of crossed Swords
Nickname: The Crowns Swords
The Guild of Adventurers: Elite problemsolvers; all swear an oath to the Magocrat [so, sort of like the Sardaukar; if every member was Maverick, Conan or Snake Plissken].
Emblem: a Sword pointing downwards
Nickname: A sword, swords.
The Gating Guild : Have a monolopy on travel; by having a monopoly on Gates; members of the Eldritch; Scribes and Green Wardens who wish to join the Gating Guild need to both renounce previous ties before joining; or the Gating Guild is the only group that knows and teaches about teleportation magic. Possibly Outsider-linked; Perhaps each Gating Guild outpost has both a Celestial and a Fiend who are bound to a location to advise the local comptroller.
Emblem: Door
Nickname: Door people
The Teamsters: Trade guild; everything from carrots and turnips to bloodiron and dead bees passes into a Teamster wagon at some point in its passage from one province to an other. Only guild with the right to carry trade goods beyond a provinces borders.
Emblem: A horseshoe
Nickname: Wagoneers
The Free Companies: unaligned adventurers who form their own organizations and are given a deputization by one of the established factions.
Emblem: Crossed Swords under the emblem of their sponser
Nickname: X-Swords, [Faction] Swords
Note a character can't be a member of the GoA and the Scribes/Eldritch/Green Wardens/Gaters/Teamsters. You can join one of these factions; or work as an independant (free company) for more than one.
Next, you figure out who makes up each faction in more detail; allies and enemies of each faction; and what possible end goals are.
I'd be wary of doing things like "magic has a total cap of actions if can perform"; since spells like Wall of Iron already are conservation of mass studies (one needs a pound of gold; which gets it neutrons and protons rearranged into slightly less dense iron atoms).
Likewise with Continual Flame (need to grind up crystalline ruby then energize and align it to create a low-end light generation feedback loop).
Having a 'cap' on stuff like charm person only is tenable if things like "hammering nails" also has a cap; and once you start nailing your 5 millions and one nail; then previously hammered in nails begin to pop out of wood.
Last edited by Judging__Eagle on Sat Sep 17, 2011 7:22 pm, edited 1 time in total.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
The practice of using long effreet chains to get huge numbers of wishes eventually leads to catastrophe as the total number of effreet in the world increases the mass of the planet to the point that surface gravity becomes intolerable. A sufficiently large effreet chain would eventually create a black hole.
Effereti weigh 2000lbs meaning that they mass about 907 kilograms. The earth masses about 5.9722* 10^24 kilograms. It would take 6.5868*10^21 Efferet to double the mass of the planet.
Since each cycle you summons double the last cycle's output, you'll have 9.4447*10^21 Efferti in only 73 cycles.
This is going to change the center of mass of the planet, cause all sorts of natural disasters, and make gravity a little wonky. And it's only going to get worse over time unless someone can shut it down.
This is a direct and realistic consequence of using an absurdly cheesy but perfectly rules-legal magic exploit, the sort of thing that the empire is likely to do.
Effereti weigh 2000lbs meaning that they mass about 907 kilograms. The earth masses about 5.9722* 10^24 kilograms. It would take 6.5868*10^21 Efferet to double the mass of the planet.
Since each cycle you summons double the last cycle's output, you'll have 9.4447*10^21 Efferti in only 73 cycles.
This is going to change the center of mass of the planet, cause all sorts of natural disasters, and make gravity a little wonky. And it's only going to get worse over time unless someone can shut it down.
This is a direct and realistic consequence of using an absurdly cheesy but perfectly rules-legal magic exploit, the sort of thing that the empire is likely to do.
One pound of gold nets you 36,825 pounds of iron bare minimum. I really don't think conservation of mass has anything to do with it.Judging__Eagle wrote: spells like Wall of Iron already are conservation of mass studies (one needs a pound of gold; which gets it neutrons and protons rearranged into slightly less dense iron atoms).
Last edited by hyzmarca on Thu Sep 20, 2012 9:28 pm, edited 5 times in total.
That last is just stupid. Now, one might assume that because the elemental planes are infinite, there's an infinite amount of Genies there... and hence, that you can Wish for all of that infinite number, in time. But that's not necessarily true. If wishing for more Genies is a totally valid way of getting extra wishes, there IS a loophole implicit in the trick... as at some point, wishing for more Genies will instead summon Genies that you summoned earlier in the cycle, who will doubtless mock you for the attempt.
- Judging__Eagle
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1. One can't "summon" creatures already on a PrimeEndovior wrote:That last is just stupid. Now, one might assume that because the elemental planes are infinite, there's an infinite amount of Genies there... and hence, that you can Wish for all of that infinite number, in time. But that's not necessarily true. If wishing for more Genies is a totally valid way of getting extra wishes, there IS a loophole implicit in the trick... as at some point, wishing for more Genies will instead summon Genies that you summoned earlier in the cycle, who will doubtless mock you for the attempt.
2. The amount of Primes is infinte
3. All Inner Planes, Astral Sea and Outer Planes are fed by every Prime
The "Efreeti Hellhole" is more likely to occur than an "Error - Efreeti not found" situation.
As for the conversion of Au (79) to Fe (26)*, I can't know what the exact process is; but the actual nucleii of the Au are being split in a non-fission based reaction, and the resultant matter and energy are then converted into a much less atomically stable Fe.
Think of it like taking a "volume" of wood; and then rendering it down into kindeling or sawdust. The total mass actually goes down (losses in terms of cutting, by-material caught on tools, off-cast material, etc.) yet the volume goes up; and the resultant material is also much more volatile and shapable.
In the case of 50 Gold Pieces to an Iron Wall (more like an Iron sheet, or 1-2" thick slab); the highly corrosion resistant gold, with a higher amount of neutrons, protons and electrons; gets rendered down, and the fission energy by-product gets recollected to form more iron (the energy to matter conversion is only a specious assumption, but one can't split things at the atomic level and not get legendary amounts of off-cast energy. The resultant iron is also less atomically stable than the gold.
*
Sidenote: The "ring" arrangement of the periodic table on the wiki article is... highly useful for my own Science Fantasy Heartbreaker project with respect to how Carceri is going to be protrayed. Originally it was "just" the normal periodic table in rectangular format, since it has 6 rows, just as Carceri has 6 levels; but being arranged in a "series of circles" fits the original descriptions of Carceri even more so.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
- Judging__Eagle
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Yes, suns burn down to create iron. However, gold comes from stars that burned iron and created gold. It's a crazy cycle.
Really, the biggest stop to this is summoning Efreeti who have already used their 3 wishes for the day; after 73~ rounds you basically destroy a planet. I bet the Efreeti actually want stuff like that to happen, since it's a good comeuppance.
73 repetitions of the "tell the Efreeti to summon some more Efreeti" routine results in enough Efreeti to create a gravity hole of firey assholes heavy enough to potentially crush a planet larger than most D&D prime worlds. The location being dubbed an Efreeti hellhole (or more ironically/wryly "an efreeti firepit").6.5868*10^21 Efferet to double the mass of the planet.
Since each cycle you summons double the last cycle's output, you'll have 9.4447*10^21 Efferti in only 73 cycles.
Really, the biggest stop to this is summoning Efreeti who have already used their 3 wishes for the day; after 73~ rounds you basically destroy a planet. I bet the Efreeti actually want stuff like that to happen, since it's a good comeuppance.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
The rules are explicit on the size. 25 square foot cross-section per caster level and 1 inch thickness per four caster level. It's a level six spell so it's going to be cast by level 12 wizards, minimum. That makes it 25*12/4 = 75 cubic feet.Judging__Eagle wrote: In the case of 50 Gold Pieces to an Iron Wall (more like an Iron sheet, or 1-2" thick slab); the highly corrosion resistant gold, with a higher amount of neutrons, protons and electrons; gets rendered down, and the fission energy by-product gets recollected to form more iron (the energy to matter conversion is only a specious assumption, but one can't split things at the atomic level and not get legendary amounts of off-cast energy. The resultant iron is also less atomically stable than the gold.
*
If that that wall of "iron" weighs only one pound, then it has a density of about 0.21 kilograms per cubic meter. Air at room temperature has a density of about 1.2 kilograms per cubic meter. In other words, your iron wall is less dense than air. I'll literally float away.
And if it were true you could build a fleet of airships out of magically created iron walls. Unfortunately, there is a dearth of solid iron lighter than air ships.
Of course, if we assume that word iron has the same meaning in D&D as it does in real life (a dubious assumption, I know, what with "cold" iron and everything) then we can assume that it has a density of 7874 kg/m^3.
Also please note that you can't get any extra mass from the binding energy released during the conversion process. The atomic binding energy has mass and contributes to the total mass of the substance. And anyway, in order to make that much mass through direct energy conversion you'd need over 286 gigatons worth of energy, substantially more than the 9.56 megatons you could get by converting gold into pure energy.
In order to fuse iron, you need to put more energy in than you'd get out. In order to split iron you need to put more energy in than you'd get out. It's worth noting that when stars start making heavy elements that means that they're dying, because making heavy elements through fusion is an inherently lossy and unsustainable process.Judging__Eagle wrote:Yes, suns burn down to create iron. However, gold comes from stars that burned iron and created gold. It's a crazy cycle.
Last edited by hyzmarca on Sat Sep 17, 2011 9:40 pm, edited 1 time in total.
RadiantPhoenix wrote:I think you're missing the point, shadzar: the goal is to have the very magic that built the empire be its undoing, not to have a magical empire collapse for some other reason.
but it seems that isnt what is wanted....?Bihlbo wrote:Also, "The Empire crumbles because D&D magic works the way it does" does not mean the same thing as "The Empire crumbles because out of nowhere big scary stuff happened and sharp things made undesirable holes in lots of people." If that were the cause of an empire falling apart it could happen in any setting, in any time period, in any game system.
which goes back to the original thing i said....
since D&D magic, the arcane type, comes from warping the fabric of the universe, then that fabric start to unravel as it were in the area.
divine magic would then be a deity smiting the people.
the focus of all that magic being used in one place causes a cataclysm.
that isnt something that D&D says happens at ANY time, but D&D amgic system never said there was a downfall to having too much magic in or used in any area.
you have to come up with the outer limits of magic.
simplest way is a pressure vessel. only so much magic can be contained in one area until the area itself and fabric of reality there ruptures.
like a magic nuclear explosion or implosion and ALL the magic is sucked out of the area as well anyone influenced by it since the magic energies are a part of them now.
maybe a magic blackhole...
when a star makes iron, it is deads moment later. gold and other "precious"/heavier metals come from the resulting explosion AFTER the fusion has stopped.hyzmarca wrote:In order to fuse iron, you need to put more energy in than you'd get out. In order to split iron you need to put more energy in than you'd get out. It's worth noting that when stars start making heavy elements that means that they're dying, because making heavy elements through fusion is an inherently lossy and unsustainable process.Judging__Eagle wrote:Yes, suns burn down to create iron. However, gold comes from stars that burned iron and created gold. It's a crazy cycle.
Last edited by shadzar on Sat Sep 17, 2011 11:39 pm, edited 1 time in total.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
Good gawd, I didn't mean to touch off a firestorm with the whole "there's only so much iron that can be magically created" concept. It's magic, you don't need to back it up with scientific discussion of atoms and whatnot.
Just adding one 'unwritten' rule to how D&D magic works, namely that there's a limit at which you can get something from nothing (more accurately, the 'nothing' is just from some place nobody notices), past which the something has to come from somewhere else, generally nearby or otherwise noticeable.
Just adding one 'unwritten' rule to how D&D magic works, namely that there's a limit at which you can get something from nothing (more accurately, the 'nothing' is just from some place nobody notices), past which the something has to come from somewhere else, generally nearby or otherwise noticeable.
Kaelik, to Tzor wrote: And you aren't shot in the face?
Frank Trollman wrote:A government is also immortal ...On the plus side, once the United Kingdom is no longer united, the United States of America will be the oldest country in the world. USA!
Just nitpicking but...hyzmarca wrote: 25 square foot cross-section per caster level and 1 inch thickness per four caster level. It's a level six spell so it's going to be cast by level 12 wizards, minimum. That makes it 25*12/4 = 75 cubic feet.
Level 11 wizards, you mean. So it'd be less than 75 cubic feet at a minimum
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
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--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
- Desdan_Mervolam
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I'm always leery of bringing science into D&D. For one, I'm dis-knowledgeable enough about science that such a world would not necessarily have any more verisimilitude than something I made up. Secondly, I'm not sure I really want my world to be scientifically accurate. It kinda makes things I like like discwords and hollow-earths and stuff impossible.
Don't bother trying to impress gamers. They're too busy trying to impress you to care.
If you want to bring science into D&D, you need to explain magic. Not just the scientific implications of a specific spell, but how on earth the spells happen at all. Where is that energy coming from? Magicons? Are wizards really magiconists? Do you really want to develop an entire new branch of physics just so you can say that your magic is scientifically accurate?
someone mentioned using iron to destabilize magic?Doom wrote:Good gawd, I didn't mean to touch off a firestorm with the whole "there's only so much iron that can be magically created" concept. It's magic, you don't need to back it up with scientific discussion of atoms and whatnot.
i only saw the bit as i was posting...and being science, provided the correct info on it myself.
there is NO correct use of science in magic, as magic violates it point blank.
ergo why magic missile should be able to "push" things when the word "force" was used in its description, it added the science where it shouldnt. should have been just called a magic energy to remove implications of force.
Last edited by shadzar on Sun Sep 18, 2011 12:54 am, edited 1 time in total.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
so those using magic get sucked to the negative material plane and trapped there.
or to balance them, things form the negative plane come rushing in in relation to the magic on the prime in the area.
or to balance them, things form the negative plane come rushing in in relation to the magic on the prime in the area.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
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That actually has some merit if you de-shadzarish it.
Too many people use positive energy to create, but negative energy use is outlawed. So, a bunch of negative energy breaks in to even things out.
Or something like that, I'm sure more eloquent people than myself can put it in a more compelling fashion.
Too many people use positive energy to create, but negative energy use is outlawed. So, a bunch of negative energy breaks in to even things out.
Or something like that, I'm sure more eloquent people than myself can put it in a more compelling fashion.
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I'd actually prefer the consequences being the opposite: too much positive energy is here, and it's doing something bad here, possibly relating to people who call upon it getting more power than they bargained for and blowing the fuck up. Also, once people get adapted to it, it gives people who focus on the body superpowers (Tome martials).Count Arioch the 28th wrote:Too many people use positive energy to create, but negative energy use is outlawed. So, a bunch of negative energy breaks in to even things out.
shadzar-ize would be a more applicable suffix to add.Count Arioch the 28th wrote:That actually has some merit if you de-shadzarish it.
Too many people use positive energy to create, but negative energy use is outlawed. So, a bunch of negative energy breaks in to even things out.
Or something like that, I'm sure more eloquent people than myself can put it in a more compelling fashion.
also it doesnt even involve alignments just positive and negative which doesnt HAVE an alignment per say, so you dont have to wory about any of that.
so all magic used ont he prime material plane is derived fromt he pime material (positive) energies, so as with all things D&D there is a balancing effect, something form the negative plane much counter-balance all the use of positive form the prime.
negative material infects people, or something.
everything tries to reach a state of equilibrium.
which is where i came from originally with the ley lines...too much use of the positive meant it had to be taken from somewhere, and since negative wasnt used, you can use this to explain why the people get sucked to the negative to equalize that plane to have the same amount of negative as the prime has positive left...or something.
Last edited by shadzar on Sun Sep 18, 2011 3:50 am, edited 1 time in total.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
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We are looking for ways that overuse of D&D magic could lead to the downfall of an empire. One possible factor might be water pollution. Even very weak casters can use spells to create water, and Decanters of Endless Water can serve as unlimited energy sources if you hook them up to some machinery. Thing is, this isn't magic water that disappears after X minutes. It is real water that you cannot dispel. If you build a million flying pyramids, each propelled by a million magic firehoses, then all that water has to go somewhere, and if you don't do something to deal with that before it is too late, some major problems could result.
It doesn't make them impossible, it just means that you need to explain why they are possible. That explanation need not be detailed and or realistic. A bare handwave will doDesdan_Mervolam wrote:I'm always leery of bringing science into D&D. For one, I'm dis-knowledgeable enough about science that such a world would not necessarily have any more verisimilitude than something I made up. Secondly, I'm not sure I really want my world to be scientifically accurate. It kinda makes things I like like discwords and hollow-earths and stuff impossible.
Science is a method of investigation, not a set of hard rules. Hypothesize, experiment, repeat. If something unexpected happens adjust your hypothesis and start again.
Heck, Wizards are scientists. They're primitive scientists with crappy equipment in a universe that bears no resemblance to our own where the gods change the basic laws of physics every few years, but they're scientists none the less.
Last edited by hyzmarca on Sun Sep 18, 2011 3:57 am, edited 1 time in total.
- RadiantPhoenix
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on the idea of pollution, how about magical waste?
attempted potions and all are poured into some reservoir, but purify food and water doesnt always clean it because there is so much mixed together it cannot be cleaned.
like the ooze in ghostbusters 2, or Gargamel's pond in the Smurfs.
these magic pollutant and magical waste start affecting things somehow....
maybe this is how wild magic areas and no magic areas exist in places because of the concentrated magic goes haywire.
attempted potions and all are poured into some reservoir, but purify food and water doesnt always clean it because there is so much mixed together it cannot be cleaned.
like the ooze in ghostbusters 2, or Gargamel's pond in the Smurfs.
these magic pollutant and magical waste start affecting things somehow....
maybe this is how wild magic areas and no magic areas exist in places because of the concentrated magic goes haywire.
Last edited by shadzar on Sun Sep 18, 2011 4:15 am, edited 1 time in total.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.