Priests can't will whatever magical effects they want, they are always limited.
The "altered spell list" is actually a huge deal in this case. You can't bless people to death.
If I were to limit wizards to the 6th spell circle, bind their magic to something that can be controlled by others, create an elaborate self-regulating social/political system, invent strict ideologies they must follow, and remove their ability to make up additional spells, then maybe I won't be a restless when it comes to arcane spellcasters. But I choose to just focus on divine spellcasters. I'm also thinking of removing any direct damage spells when I inevitably create my own RPG system, but I digress.
Yes, because I don't know how you can justify them not being the ruling class always and forever, especially if their powers are as vague as in D&D (narratively, I mean).
Yes, because I don't know how you can justify them not being the ruling class always and forever, especially if their powers are as vague as in D&D (narratively, I mean).
They certainly aren't in D&D. Because they can create their own spells. It's also a game of proportions. How powerful and destructive are they compared to normal people (read: non-mages)? Let's take for example the Dragon Age setting, since it's a place where mages are, on the surface, controlled by an outside force, i.e. the Templars. They proved to be enormously superior in their might compared to the people who are supposed to control them. Even if they can't create their own spells (which I'm not sure about), their potential for overwhelming force makes them unlimited in the context of the setting, because no-one can actually stop them. Yeah, sure, if I wanted to add wizards in my setting, I probably could've inserted them in some non-story-destroying capacity, but I don't, and I'm not sure if anyone would want to play them in such a state. I find the more divine-oriented setting more compelling at this point in time anyway.Priests can't will whatever magical effects they want, they are always limited.
But so are Wizards in almost every setting with wizards. I don't get how you got the notion that Wizards aren't limited.
Or simply justify it through the sheer numbers of non-magic users (for why they can't rule by force) and a culture which looks negatively upon mages (for why they can't rule by diplomacy). Case in point, Sapkowski's Witcher universe. A strong sorcerer is a force to be reckoned with, but they realize that it's in their best interests to guide politics through court intrigue rather than try to usurp the nobility's power and risk getting lynched.Maybe you should just bind their magic to something that can be controlled by others, create an elaborate self-regulating social/political system, invent strict ideologies they must follow, and remove their ability to make up additional spells.
Priests can't will whatever magical effects they want, they are always limited.
But so are Wizards in almost every setting with wizards. I don't get how you got the notion that Wizards aren't limited.
The "altered spell list" is actually a huge deal in this case. You can't bless people to death.
But Priests have their own arsenal of deadly spells. Also, blessing is far more deadly for achieving political power than most low level Wizard spells. Who's gonna rise to the top, guy who can shoot a guy with a magic missile or someone who can boost performance of an entire company?
If I were to limit wizards to the 6th spell circle, bind their magic to something that can be controlled by others, create an elaborate self-regulating social/political system, invent strict ideologies they must follow, and remove their ability to make up additional spells, then maybe I won't be a restless when it comes to arcane spellcasters. But I choose to just focus on divine spellcasters. I'm also thinking of removing any direct damage spells when I inevitably create my own RPG system, but I digress.
Since there are no god's at this point it's just a matter of changing the class of a characters being members of the church. If the gods aren't enforcing the systems the humans are. You can just make different churches have members of different caster classes. The difference seems to be purely mechanical.
Yes, because I don't know how you can justify them not being the ruling class always and forever, especially if their powers are as vague as in D&D (narratively, I mean).
Maybe you should just bind their magic to something that can be controlled by others, create an elaborate self-regulating social/political system, invent strict ideologies they must follow, and remove their ability to make up additional spells.
Nix, I'm not reading his stupid rules.You are in the realm of Lacrymas here. Gotta transition in order to use your barbarian powers.Also I read this and I will exact vengeance upon Hóngwèibīng for tagging me in the first place.
But you still run into the problem of them being just powerful enough to control events from the background and having stories written about them and revolving around them. Philippa Eilhart, Triss, Yennefer, Keira Metz. For such a rare sight, they sure do hog the spotlight a lot.Or simply justify it through the sheer numbers of non-magic users (for why they can't rule by force) and a culture which looks negatively upon mages (for why they can't rule by diplomacy). Case in point, Sapkowski's Witcher universe. A strong sorcerer is a force to be reckoned with, but they realize that it's in their best interests to guide politics through court intrigue rather than try to usurp the nobility's power and risk getting lynched.
And even if a homebrewed D&D setting still has mages that are much more powerful than the Witcher's low fantasy counterparts, just emphasize the social stigma of magic users and how a magocracy couldn't run a stable society for too long since the peasants would be getting uppity. And for all their glory, a mage elite would still need peasants toiling the fields (again working on the assumption that you remove spells that would either make them fully self-reliant and/or able to coerce the whole of society through collective mind control or what have you).
Philippa Eilhart, Triss, Yenefer, Keira Metz. For such a rare sight, they sure do hog the spotlight a lot.
They don't know this, though. At least 99% of the clergy actually believe that their powers are governed by their objects of worship. And like I said, I'm not sure whether I should bind their powers to something else or leave it as is, I have to write some stories in this setting to know for sure.In a setting where Divine Magic can do the above, and the fact that they are governed by mortal no gods
Sure, but that's not something that troubles the average adventurer. Unless you are intent on DMing some sort of campaign which has your players' characters be part of the higher echelons of power, such courtly intrigues are beyond their concern (or notice).But you still run into the problem of them being just powerful enough to control events from the background and having stories written about them. Philippa Eilhart, Triss, Yenefer, Keira Metz. For such a rare sight, they sure do hog the spotlight a lot.Or simply justify it through the sheer numbers of non-magic users (for why they can't rule by force) and a culture which looks negatively upon mages (for why they can't rule by diplomacy). Case in point, Sapkowski's Witcher universe. A strong sorcerer is a force to be reckoned with, but they realize that it's in their best interests to guide politics through court intrigue rather than try to usurp the nobility's power and risk getting lynched.
And even if a homebrewed D&D setting still has mages that are much more powerful than the Witcher's low fantasy counterparts, just emphasize the social stigma of magic users and how a magocracy couldn't run a stable society for too long since the peasants would be getting uppity. And for all their glory, a mage elite would still need peasants toiling the fields (again working on the assumption that you remove spells that would either make them fully self-reliant and/or able to coerce the whole of society through collective mind control or what have you).
Let's imagine the hypothetical scenario of a Witcher tabletop RPG existing (does such a thing exist actually?) - what classes do you think people will want to play most?Sure, but that's not something that troubles the average adventurer. Unless you are intent on DMing some sort of campaign which has your players' characters be part of the higher echelons of power, such courtly intrigues are beyond their concern (or notice).
And after witchers?witchers?
That's a non-issue. You can have much stronger magic users in-lore while gating the level which your casting classes can attain within your campaign. If you have standard adventures, you can easily justify that in-lore with the fact that ingenuity cannot compensate for a lack of formal education in matters of magic (which can be tied to a prestige class if you want to have high level adventures, while otherwise limiting the abilities of the base caster class which your players can pick for their characters).Let's imagine the hypothetical scenario of a Witcher tabletop RPG existing (does such a thing exist actually?) - what classes do you think people will want to play most?Sure, but that's not something that troubles the average adventurer. Unless you are intent on DMing some sort of campaign which has your players' characters be part of the higher echelons of power, such courtly intrigues are beyond their concern (or notice).
They certainly aren't in D&D. Because they can create their own spells. It's also a game of proportions. How powerful and destructive are they compared to normal people (read: non-mages)? Let's take for example the Dragon Age setting, since it's a place where mages are, on the surface, controlled by an outside force, i.e. the Templars. They proved to be enormously superior in their might compared to the people who are supposed to control them. Even if they can't create their own spells (which I'm not sure about), their potential for overwhelming force makes them unlimited in the context of the setting, because no-one can actually stop them. Yeah, sure, if I wanted to add wizards in my setting, I probably could've inserted them in some non-story-destroying capacity, but I don't, and I'm not sure if anyone would want to play them in such a state. I find the more divine-oriented setting more compelling at this point in time anyway.Priests can't will whatever magical effects they want, they are always limited.
But so are Wizards in almost every setting with wizards. I don't get how you got the notion that Wizards aren't limited.
In DnD they could easilly be stopped by divine casters, gods and other supernatural beings. DnD settings are wizard-dominated not because it cannot be avoided, but because the people who write them are nerds.
What is the cure for such disorders?DnD settings are wizard-dominated not because it cannot be avoided, but because the people who write them are nerds.
So, yeah, even if arcane magic users are rare like in the Witcher universe, you still need to further limit their power, and it doesn't prevent every adventuring party from having at least one sorcerer/ess. Which obviously takes away from their rarity. It's kinda like the tieflings in the Forgotten Realms - super rare in theory but every group has one.That's a non-issue. You can have much stronger magic users in-lore while gating the level which your casting classes can attain within your campaign. If you have standard adventures, you can easily justify that in-lore with the fact that ingenuity cannot compensate for a lack of formal education in matters of magic (which can be tied to a prestige class if you want to have high level adventures, while otherwise limiting the abilities of the base caster class which your players can pick for their characters).
They could be stopped, hypothetically speaking, but they aren't. Part of the wizard domination has to do with nerd culture, that's why the Witcher example is so apt. People can't help themselves but play arcane spellcasters or at least insert them everywhere.In DnD they could easilly be stopped by divine casters, gods and other supernatural beings. DnD settings are wizard-dominated not because it cannot be avoided, but because the people who write them are nerds.
So, yeah, even if arcane magic users are rare like in the Witcher universe, you still need to further limit their power, and it doesn't prevent every adventuring party from having at least one sorcerer/ess. Which obviously takes away from their rarity. It's kinda like the tieflings in the Forgotten Realms - super rare in theory but every group has one.That's a non-issue. You can have much stronger magic users in-lore while gating the level which your casting classes can attain within your campaign. If you have standard adventures, you can easily justify that in-lore with the fact that ingenuity cannot compensate for a lack of formal education in matters of magic (which can be tied to a prestige class if you want to have high level adventures, while otherwise limiting the abilities of the base caster class which your players can pick for their characters).
They could be stopped, hypothetically speaking, but they aren't. Part of the wizard domination has to do with nerd culture, that's why the Witcher example is so apt. People can't help themselves but play arcane spellcasters or at least insert them everywhere.[/QUOTE]In DnD they could easilly be stopped by divine casters, gods and other supernatural beings. DnD settings are wizard-dominated not because it cannot be avoided, but because the people who write them are nerds.
In DnD they could easilly be stopped by divine casters, gods and other supernatural beings. DnD settings are wizard-dominated not because it cannot be avoided, but because the people who write them are nerds.