I’m looking for some interesting quirks that would arise in a D&D world that had reached world war 1 technology but with the exception that no one is higher than level 5 and magic is very prevalent. This is a world I’m currently working on for my latest campaign. But I’m a bit lacking in creativity to spawn some interesting quirks. How different would things be with magic floating around?
This is a fairly easy fix. Just take a look at the world of Fullmetal Alchemist, as it's technology is roughly WW1 era (with the exception of automail) and it even has a stand-in for magic in the form of alchemy. With your level restriction also working, since alchemy usually doesn't surpass 3rd-level spells unless augmented via red stones or other similar items.
Alternatively, you can look at any steampunk based property. As the technology is usually in line with WW1 era technology, with steam being replaced by magic to suit your needs.
Oh I hadn’t thought of using FMA as inspiration. However alchemy is less prevalent as 1st and cantrip spells would be. If being a wizard was akin to be a standard white collar job, I imagine things could get odd.
Oh I hadn’t thought of using FMA as inspiration. However alchemy is less prevalent as 1st and cantrip spells would be. If being a wizard was akin to be a standard white collar job, I imagine things could get odd.
In FMA, basic alchemy (equivalent to cantrips/1st-level spells) is fairly easy to learn. Though we don't see it a ton due to government regulation, such as limiting how much alchemical knowledge the public has access to. Which is one reason people become State Alchemist, as it gives them access to knowledge normally made unavailable. But if your world is a bit more lax with who can and can't have such knowledge, first I'd consider what ramifications that could bring. And second, I'd take a look at the Eberron setting. As it will give you an idea of a world where magic is much more common and how that can both help and hurt a world of that nature.
I'd actually want you to consider what effect prevalent magic would have on governments. People casting firebolt willy-nilly is a fire hazard, a nuisance for police, a strain on hospital burns units, and empowering to disaffected youth who are the most likely to do stupid things with magic. Con artists using charm person and friend? Is there a fifth amendment-like right to "bear magic"? Maybe it's highly regulated ala FMA for such reasons. Maybe, like cars, you need to be over 16/18/21 to get a licence to use magic. Maybe the licence has different classes - farmers might be licenced for 'agricultural' magic, etc. What does the common person think of magic? Maybe technological advancements have forced common structural features that prevent the use of magic or specific forms of magic in order to maintain public order and stop random poorly aimed casts of shatter from causing widespread urban destruction.
I’m looking for some interesting quirks that would arise in a D&D world that had reached world war 1 technology but with the exception that no one is higher than level 5 and magic is very prevalent. This is a world I’m currently working on for my latest campaign. But I’m a bit lacking in creativity to spawn some interesting quirks. How different would things be with magic floating around?
If I were doing that, I would look to GURPS Technomancer for inspiration.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This is a fairly easy fix. Just take a look at the world of Fullmetal Alchemist, as it's technology is roughly WW1 era (with the exception of automail) and it even has a stand-in for magic in the form of alchemy. With your level restriction also working, since alchemy usually doesn't surpass 3rd-level spells unless augmented via red stones or other similar items.
Alternatively, you can look at any steampunk based property. As the technology is usually in line with WW1 era technology, with steam being replaced by magic to suit your needs.
Oh I hadn’t thought of using FMA as inspiration. However alchemy is less prevalent as 1st and cantrip spells would be. If being a wizard was akin to be a standard white collar job, I imagine things could get odd.
I'd actually want you to consider what effect prevalent magic would have on governments. People casting firebolt willy-nilly is a fire hazard, a nuisance for police, a strain on hospital burns units, and empowering to disaffected youth who are the most likely to do stupid things with magic. Con artists using charm person and friend? Is there a fifth amendment-like right to "bear magic"? Maybe it's highly regulated ala FMA for such reasons. Maybe, like cars, you need to be over 16/18/21 to get a licence to use magic. Maybe the licence has different classes - farmers might be licenced for 'agricultural' magic, etc. What does the common person think of magic? Maybe technological advancements have forced common structural features that prevent the use of magic or specific forms of magic in order to maintain public order and stop random poorly aimed casts of shatter from causing widespread urban destruction.
That is a great point. I hadn't thought of that aspect at all.
Great replies from everyone and you've really given me the seeds needed to flesh out my world more. Thanks