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{{Headscratchers}} in ''TabletopGame/DungeonsAndDragons''. New entries on the bottom.
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** Technically a fiend probably ''could'' turn Good under '''extremely''' unusual circumstances. It's just that "some stubborn PC kept preaching at it" doesn't qualify all by itself. And any such HeelFaceTurn would need to involve the fiend's own deep-seated CharacterDevelopment, not just a fluke or a single show of mercy or kindness by a Good being.

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** Technically a fiend probably ''could'' turn Good under '''extremely''' unusual circumstances. Indeed, the Atonement spell's phrasing of "outsiders or any creature incapable of changing" - ''or'', not ''or any other'' - rather implies that outsiders ''do'' have such an option. It's just that "some stubborn PC kept preaching at it" doesn't qualify isn't going to get the job done all by itself. And any Any such HeelFaceTurn would need to involve the fiend's own deep-seated CharacterDevelopment, CharacterDevelopment and millennia if not epochs of incremental change, not just a fluke or a single show of mercy or kindness by a Good being.
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** Technically a fiend probably ''could'' turn Good under '''extremely''' unusual circumstances. It's just that "some stubborn PC kept preaching at it" doesn't qualify all by itself. And any such HeelFaceTurn would need to involve the fiend's own deep-seated CharacterDevelopment, not just a fluke or a single show of mercy or kindness by a Good being.
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* Probably a case of GameplayAndStorySegregation, but, as someone mentioned, for some of them the stats are just for an "Avatar" of sorts (Atropus is a [[GeniusLoci intelligent moon/planetoid]], whereas Leviathan is a miles long SeaMonster. Both of which are a bit too much for normal size creatures to kill. (Imagine trying to destroy a small country just by stabbing a sword into the ground, even for a god this seems like a stretch.)
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** You're a retired 3E spell-caster who hasn't had any use for those high-level spells in decades, are getting too old to walk to the market let alone enter another dungeon, and you'd like to leave more of a legacy than some hokey war stories for the grandkids. What better use for all those thousands of xps you accumulated, back in the day, than to craft some nice magic items to help those grandkids survive, should they ever decide to take after Grandma/Grandpa and go poke around in creepy holes in the ground?
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** You're interpreting it backwards. The "standard cosmology" of 3E wasn't "standard" ''because'' those two settings used it. It's the "standard" (= default) cosmology for every D&D game, unless a particular setting specifies otherwise (e.g. the Mystara setting's original cosmology of Spheres and Immortals, or the thousands of homebrew cosmologies in use by individual DMs). Greyhawk and Forgotten Realms are cited as examples of settings which ''don't'' thus specify, not as the reason ''why'' the Great Wheel exists.
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** Who says the balor won't tear a disobedient underling to pieces on some other plane, ''and'' tell its fellows back home to do so all over again, if not worse, when said underling revives in the Abyss?
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** Also because erosion is very much a phenomenon of the Earth element, for all that it's caused by the others. Corrosion would seem like accelerated erosion to people who didn't know anything about chemical bonds.
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** No less than you'd need to if you played a character named Jesus Rodriguez in a modern game-setting.
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** There IS an example in mythology, Loki, in mare form, seduced stallion Svadilfari to get him away from his its master. But didn't manage to escape the horny stallion. The result was Sleipnir. So you can call precedent, I guess.
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** Just because death isn't permanent doesn't necessarily mean it's not painful. Also, it would probably be reasonable to assume that powerful demons like the Balor can totally buttrape the 'soul' or 'essence' of the demons in question, which would presumably be significantly more dangerous than just having a mortal shell destroyed.

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** Just because death isn't permanent doesn't necessarily mean it's not painful. Also, it would probably be reasonable to assume that powerful demons like the Balor can totally buttrape damage the 'soul' or 'essence' of the demons in question, which would presumably be significantly more dangerous than just having a mortal shell destroyed.
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** And neither of those things necessarily has any affect on someone's Charisma, which in this game is not "how much you are liked," but rather your force of personality.

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[[folder:Tieflings and Drow]]
* Why do Tieflings and Drow get a bonus in their Charisma stat? Tieflings are considered outcasts in society thanks to their fiendish ancestry, and Drow are considered, with a few exceptions, to be purely evil demon-worshippers.
[[/folder]]
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** All of the player character races seem to be human-like in their nature, and they most likely all evolved from persistence predators. Dwarves are slightly better and elves slightly worse, but all three put most of the animal kingdom to shame. (And most monsters weren't given their attributes by trained biologists.)
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*** Radio jammers work just fine despite transmitting radio waves. In fact, that's literally how they function. Now apply that same logic to magic and the various anti-magics such as dispel, shell, and disjunction.
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** Although it's been forgotten over the decades, from the original edition to 2nd Edition Advanced Dungeons & Dragons, the default assumption was that the world has one been replete with magical workings but that the world and its magical levels had fallen and decayed over the centuries (for various cataclysmic reasons or simply due to "thinning" as greed replaced creative curiosity) until our player-characters find themselves the last of a hardy breed who are willing to search for the lost magical items found only in the terrifying wildlands and in the abandoned dungeons. Magic shops were only found near such wildlands or dungeons, in which proprietors basically purchased the magical items of retiring or traumatized adventurers (who needs a ''+5 only versus basilisks'' sword to retire to gardening in a safe city far away from the wildlands?) and then sold them to the latest would-be adventurers. The sight of a magic shop meant that a magic-laden wildland or dungeon could not be far away, for magic shops were never found in safe or mundane parts of the world. Most NPCs never bothered to learn how to make magic items but instead guarded them as ancient treasures impossible to reproduce, making the player-character magic-user a very rare individual privvy to secrets of item creation unknown to most mortal folk!

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** Although it's been forgotten over the decades, from the original edition to 2nd Edition Advanced Dungeons & Dragons, the default assumption was that the world has one been replete with magical workings but that the world and its magical levels had fallen and decayed over the centuries (for various cataclysmic reasons or simply due to "thinning" as greed replaced creative curiosity) until our player-characters find themselves the last of a hardy breed who are willing to search for the lost magical items found only in the terrifying wildlands and in the abandoned dungeons. Magic shops were only found near such wildlands or dungeons, in which proprietors basically purchased the magical items of retiring or traumatized adventurers (who needs a ''+5 only versus basilisks'' sword to retire to gardening in a safe city far away from the wildlands?) and then sold them to the latest would-be adventurers. The sight of a magic shop meant that a magic-laden wildland or dungeon could not be far away, for magic shops were never found in safe or mundane parts of the world. Most NPCs [=NPCs=] never bothered to learn how to make magic items but instead guarded them as ancient treasures impossible to reproduce, making the player-character magic-user a very rare individual privvy to secrets of item creation unknown to most mortal folk!
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* This is something that always bugged me: why is the spell destruction not in the destruction domain? I mean, if there was a spell called "fire" I would expect it to be in the fire domain.

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* This is something that always bugged me: why Why is the spell destruction not in the destruction domain? I mean, if there was a spell called "fire" I would expect it to be in the fire domain.
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** Hydras don't have brains, they have souls. A single soul per hydras. Problem solved
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** All elves obviously have serious learning disabilities, if not full-on mental retardation. Why do you think the average level 1 elf is more than a hundred years old, and yet has the same knowledge and capability of a human teenager?

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** All elves obviously have serious learning disabilities, if not full-on mental retardation.disabilities. Why do you think the average level 1 elf is more than a hundred years old, and yet has the same knowledge and capability of a human teenager?
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** Although it's been forgotten over the decades, from the original edition to 2nd Edition Advanced Dungeons & Dragons, the default assumption was that the world has one been replete with magical workings but that the world and its magical levels had fallen and decayed over the centuries (for various cataclysmic reasons or simply due to "thinning" as greed replaced creative curiosity) until our player-characters find themselves the last of a hardy breed who are willing to search for the lost magical items found only in the terrifying wildlands and in the abandoned dungeons. Magic shops were only found near such wildlands or dungeons, in which proprietors basically purchased the magical items of retiring or traumatized adventurers (who needs a ''+5 only versus basilisks'' sword to retire to gardening in a safe city far away from the wildlands?) and then sold them to the latest would-be adventurers. The sight of a magic shop meant that a magic-laden wildland or dungeon could not be far away, for magic shops were never found in safe or mundane parts of the world. Most NPCs never bothered to learn how to make magic items but instead guarded them as ancient treasures impossible to reproduce, making the player-character magic-user a very rare individual privvy to secrets of item creation unknown to most mortal folk!
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** "Bugbear" is a variant on what Americans usually call "the boogie man" or "boogie monster", with "boogie" being a lazy way of pronouncing ''bwg'' (which later became "bug"). The word "bug" in bugbear indicates the being is a supernatural creature along the lines of an imp or goblin or wight, and the word "bear" was often used to refer to any sort of terrifying beast -- older peoples often regarded the bear with the same sort of terror that moderns feel for the great white shark (this was the age before the ubiquitous teddy bear and jolly cartoon characters such as Yogi Bear made bears cute instead of terrifying in popular culture).
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[[folder:Destruction Domain]]
* This is something that always bugged me: why is the spell destruction not in the destruction domain? I mean, if there was a spell called "fire" I would expect it to be in the fire domain.
[[/folder]]
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** There's no reason to treat this unlike any other method, including direct undeath disruption. So it changes "undead" to "slain". But if undeath counts as "time being dead", mortals have very little chance to resurrect a lich. 200 years old, and you'll need level 20 priest. 500 years... yeah. And after all this, it can easily turn out to be someone dying of old age. The only method explicitly said to revert undeads was "Gift of Life", a High Magic (elven-only tradition) spell from ForgottenRealms.

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** There's no reason to treat this unlike any other method, including direct undeath disruption. So it changes "undead" to "slain". But if undeath counts as "time being dead", mortals have very little chance to resurrect a lich. 200 years old, and you'll need level 20 priest. 500 years... yeah. And after all this, it can easily turn out to be someone dying of old age. The only method explicitly said to revert undeads was "Gift of Life", a High Magic (elven-only tradition) spell from ForgottenRealms.TabletopGame/ForgottenRealms.
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** It could be both, like with octopus arms: octopuses have a brain in their heads and each arm is packed with enough neurons to act as a kind of primitive brain and give the arm a degree of independence, so damaging an arm might impede that arm's ability to make sense of its surroundings but wouldn't affect the octopus (or in this case hydra) as a whole.
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* Why is the "standard cosmology" in the third edition called that? According to wikipedia: "The standard D&D cosmology is the official cosmology used in the Planescape and Greyhawk campaign settings." If it's only used in those settings, what's "standard" about it? Or if it's the one usually used (which ''Manual of the Planes'' seems to imply) then why does TheOtherWiki single it out as used by ''Planescape'' and ''Greyhawk''?

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* Why is the "standard cosmology" in the third edition called that? According to wikipedia: "The standard D&D cosmology is the official cosmology used in the Planescape and Greyhawk campaign settings." If it's only used in those settings, what's "standard" about it? Or if it's the one usually used (which ''Manual of the Planes'' seems to imply) then why does TheOtherWiki Wiki/TheOtherWiki single it out as used by ''Planescape'' and ''Greyhawk''?
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** Simple, because Venger's power has been restrained at the time. Yes, at full power and ability Venger would easily survive or even deflect the arrow, however, normally he would also be able to just teleport away or break the bonds holding him. Unfortunately for him all the weapons got a power up from being in the Dragon's Graveyard so Presto's magic, which is what is holding him in place, is now stronger than Venger's, which is what makes him vulnerable and why he's afraid.
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** This was actually built into early versions of the game. Demihumans such as elves, dwarves, halflings etc. had a hard cap on the number of experience levels they could advance to to avert this problem - between 4th and 10th level was the limit depending on the race/class combination. However thieves (rogues in modern parlance) of any race except half-orcs could advance an unlimited number of levels. Half-orcs had unlimited advancement as assassins. So while you couldn't get elven uber-wizards, you could get an elven uber-thief or a half-orc uber assassin.
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*** Medium armor might also be handy for a ranger whose current mission is not to fight, but to scout out dangerous territory, provide a distraction, and/or lure enemies into an ambush. Likewise, a badly-wounded ranger might happily don a bit more protection until healing can return them to the front lines.
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** If they're anything like RealLife two-headed reptiles, each head is independent in its reactions, so cutting off heads won't make a hydra stupider. If anything, it would make it ''less'' prone to stupid actions: two-headed snakes and turtles have been known to get into "arguments" with themselves over food or which way their bodies should go next. "Spare" heads that grow and then wither may not have a brain of their own, as they must be imperfect to expire that way.
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** Ir's also quite plausible to assume that many spell-casters, or at least the ones who aren't interested in becoming liches or whatever, spend the last few years of their lives channeling their power into magical items. Aging clerics would imbue items for their church's defenders and acolytes; wizards would equip their apprentices or the warriors of a royal patron; druids would craft gifts for rangers and forest folk with whom they've worked. The archetype of the venerable mage who, sensing his own death approaching, expends the last of his power to bequeath some enchanted boon to a new generation is a staple of fantasy fiction.

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** Ir's also quite plausible to assume that many spell-casters, or at least the ones who aren't interested in becoming liches or whatever, spend the last few years of their lives channeling their power into magical items. Aging clerics would imbue items for their church's defenders and acolytes; wizards would equip their apprentices or the warriors of a royal patron; druids would craft gifts for rangers and forest folk with whom they've worked. The archetype of the venerable mage who, sensing his own death approaching, expends the last of his power to bequeath some enchanted boon to a new generation is a staple of fantasy fiction.fiction; there may not be any explicit rules about it, but that's because the rules were designed for [=PC=]s at the height of their careers, not retired-and-dying ones.

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