EXCEPTIONAL STRENGTH(An In-Depth Look At What It Is and Why It Works The Way It Does)At first glance the 1e and 2e fighters' trait of Exceptional Strength may seem simply like greater degrees of ordinary strength. In fact, one can hardly be blamed for reaching this conclusion since it almost works exactly like that, not to mention that it might be difficult to imagine it as anything other than greater degrees of ordinary strength, endurance, and stamina, since the bonuses that come from it are identical to the types of bonuses from ordinary strength. Yet the Exceptional Strength ability is unique and unlike ordinary strength in one vitally important way - amongst the races acceptable as PC choices, only members of the fighter classes (fighters, rangers, and paladins) may achieve it. If it were simply more of the same ordinary strength, there is no satisfactory explanation (that I have ever seen, to date) to explain why non-fighters cannot attain that level of strength. As gamers, we know many game rules are imposed upon the game world environment as a matter of game balance. The class of Magic Users, for example, cannot employ metal armor since to allow them to do so would make them too powerful in comparison to the other classes. Is this because the universe abhors a class that is too powerful and goes out of its way to prevent it? Of course not; gamers, however, do abhor it, lest too many players gravitate toward the same narrow range of choices, and a lack of variety would make the game less interesting and quickly stale, or players who make other choices and take other classes would always feel shortchanged or cheated. As players we accept these rule limitations, but what about our player characters? Should your Magic User character, for example, accept the armor prohibition because he or she is aware of the Meta game's needs? That would be absurd. Thus, to make the game environment more palatable, an In Character (or IC) explanation or justification must be contrived, crafted, invented, discovered, or what have you, to stand in as a plausible IC explanation player characters could find and would accept as a natural law of their universe, and from which logical, plausible, reasonable, and even desirable consequences would naturally arise. Unlike many board games, after all, where our game pieces act more like unaware, unquestioning simple markers or place holders on the board, roleplaying games are populated with characters (PCs and NPCs) that are capable of questioning their world's existence, so it had better make a fair degree of sense if we wish our characters to be capable of logically negotiating their way through it. When game rules do not seem to have plausible explanations on the IC level, characters may perceive them and question them and recognize them as illogical and even absurd properties of their universe - almost like the universe itself is alive and trying to thwart one's efforts. This is known as perceiving The Gamer's Footprint, and as roleplayers we would like to avoid these occurrences wherever possible. Thus, we strive to craft our game rules so if and when characters may perceive them, they would appear as natural, indifferent laws of their universe and not seem odd or inconsistently peculiar or malevolently capricious. Again, as gamers, when confronted with a game rule, like the Magic User armor prohibition, we might be given a suggestion or two by the authors of the game as to why the rule might work as it does, or we could alter those suggestions, if we wish, or craft better ones we find more desirable and that have better, or more acceptable logical consequences. You may like some suggestions, you may hate some suggestions, but as roleplayers (as opposed to "roll" players), you would probably agree it would be more desirable to have a good IC explanation than not, so our characters won't needlessly be pondering peculiar inconsistencies of their universe instead of concentrating on more important matters to the campaign. In particular, for this article, we see the 1e or 2e Exceptional Strength trait of the fighter and fighter sub classes was not given an IC explanation. In fact, the authors didn't even make a suggestion. Of course if it were simply more strength, it wouldn't need an explanation, but since non-fighters would almost appear to be "magically" and inexplicably bared from those levels of strength, we conclude it cannot possibly be simply more or greater degrees of ordinary strength. If it were, why can't a cleric character (of a god or war and strength, no less) achieve that degree of strength? Obviously, something else is going on that prevents non-fighters from attaining Exceptional Strength, but what? At times like this, roleplayers must craft plausible IC explanations, or, if they can't, they may have to excise or alter the Meta game rule. Indeed, if game balance is in jeopardy without the rule, the rule must stay, but it should be altered in some way so some IC explanation may be accepted. If the game rule is judged to be unnecessary, however, it may be far simpler to just scrap it and take it out of the game. This is also an acceptable avenue, though since the authors probably had the benefit of a great deal of play testing - probably more than a relative new comer to the rule might initially appreciate - one might at least try their best to craft an IC justification for the rule before deciding it is hopeless, unreasonable, broken, or a clear blunder or mistake on the authors' part. Personally, I try longer than many other gamers I've seen to make a rule work, but even I have been known to scrap a rule or two. The Exceptional Strength rule, however, is not one of them. How ever the authors of 1e and 2e may have meant it, the Exceptional Strength trait acts in many ways like a 3e feat with two prerequisites; first, one must be of the fighter class or sub classes, and second, one must have a minimum of 18 STR. Since Exceptional Strength is, therefore, not just more ordinary strength, but a combination of skills and knowledge unique to the fighter classes, this is a sufficient IC explanation to justify why non-fighters may not attain that level of strength. Quite similar to why only fighters have the better 10-sided hit dice or get better THAC0s than other classes, the fact fighters alone get this knowledge of "applied" strength is not particularly troublesome or unaccountable on the IC level and does not reveal the Gamer's Footprint. Of course, it's not that others cannot learn this great body of work and skills, but that if they do, they are learning so much that they are, in effect, becoming members of the fighter class. Similarly, like a non-mage who desires to cast a magic missile spell, one might think they could learn this single skill, but to do so would effectively be learning enough to qualify one as a member of the Magic User class. To reiterate, therefore, the specialized knowledge and all the myriad things fighters must learn to be fighters is a prerequisite to employing the Exceptional Strength feat, so the fact non-fighters may not attain this ability is not inexplicable or unacceptable. More problematic is why only fighters of 18 STR may utilize this specialized knowledge. Why couldn't a fighter with 17 STR benefit, even a little, from this same knowledge? Again, similar to 3e strength-based feats, like CLEAVE, By this time, one may be feeling dissatisfied by my explanation of what Exceptional Strength really is. Yes, I think I've shown why it can't simply be more ordinary strength, and I think I've adequately justified how it works on the IC level such that the details are subsumed in the gray area that explains exactly what comprises the fighter classes, so even though the Gamer's Footprint is not revealed, I haven't really explained what It's not necessary, of course, to explain all aspects of the game in such rich detail before one may play it. We don't explain exactly how magic works, after all, or spell out the details of exactly why a rogue character can't learn how to cast a particular single 1st-level spell - as opposed to learning so much one would have many 1st-level spell slots and many options for different spells. Yet it even seems to make sense that it would be easier to learn, for example, just magic missile and nothing else, forever more, than leaning how to be a real full-fledged Magic User. But we don't allow this. 1e and 2e doesn't "allow" many things that might seem reasonable to allow, but I suspect this isn't because they can't happen or even don't happen so much as we agree, by fiat, it would take more time and effort or greater sacrifices than our characters would be willing to spend. But that's a different topic. Nevertheless, greater details as to what Exceptional Strength may be could be offered as a possible IC explanation or suggestion. You may like it or you may hate it, as with any suggestion to the reason behind the rules, but I think what I'll now offer is reasonable, so I will at least make the suggestion for your edification. I even hope, if you take exception to this suggestion, that you will write to me and explain your reasoning so we may craft a better IC justification together. Email Jim Your Comments (Send Praise, Critiques, Complaints, Suggestions, Ideas, Corrections, Or Submissions.) Like all STATS that range from 0 to 25 (in 1e and 2e), STR also ranges over those integer scores. Just as INT or WIS or CHR or CON or DEX may go from 1 to 2 to 3 . . . to 17, to 18, to 19, to 20, etc. up to 25 in integer steps, so, too, does STR go from 1 to 2 to 3 . . . to 17, to 18, to 19, to 20, etc. up to 25 in integer steps. This assumes, of course, the GM allows some means to augment stats and takes some limits as "suggestions" for character generation and not as absolutes. For example, 18/00 is listed as the maximum human male STR score possible in 1e. Yet elsewhere, 1e has magic items that might permanently augment STR beyond that. Is this an inconsistency in the game rules? Possibly, or it may be taken to mean 18/00 is the maximum attainable score during character generation, and what happens afterwards during play if left up to the GM's discretion. Besides, other 1e source material even gives examples of humans with 19 or higher STR, so it seems they meant it as a possibility. Whether from magic items or the spell Wish, or other extraordinary means, stat augmentation was a possibility. NOTE: I don't think it's overly wise to allow STAT augmentation beyond 20 (lest we are attempting to roleplay traits so far above our understanding we can't help but play them badly), but it was and is possible to augment stats, even in 1e and 2e. STR, however, seems different in that there are possible Exceptional Strength bonuses crammed in between 18 STR and 19 STR. It may even look odd or seem like a peculiar discontinuity of ordinary STR if one had an 18 STR (with +1, +2 etc. bonuses) and it jumped to 19 STR (with +3, +7 etc. bonuses) in one shot, bypassing the five categories of Exceptional Strength bonuses. Is there no middle ground for non-fighters, or even monsters? Must they always go from +1/+2 at 18 STR to +3/+7 at 19 STR and skip the possible bonuses in between? Monsters, of course, may be given any bonuses the GM wishes, and justified in any number of ways, such as size, reach, razor-sharp claws or teeth, tenacity, disregard for personal safety or ferocity, magic, of course, or even something akin to levels and skills, all of which may be something other than raw strength. Despite this, it would seem odd a cleric, for example, went from 18 STR (+1/+2) to 19 STR (+3/+7) in a single step, but the rules do not allow non-fighters to do otherwise, so what could this mean? Part of the justification is simply the natural 18 limit of PC characters - at least in the area of STR. If this is, or near enough is, the racial limit, there is no great cause for concern when most are limited to that STR score or less, regardless of class. Thus, the question isn't why can't non-fighters get stronger so much as why can fighters exceed the normal racial limit? In this way you don't have to justify the non-fighter limit so much as you have to justify the fighter class's ability to surpass it. I suspect part of the justification is the difference between finesse and brute strength, and the difference between normal PC physiological make-up and a supernaturally enhanced one. The quantum leap in bonuses from 18 STR to 19 STR is just brute strength, and in the great scheme of things, how much damage a weapon or an attack does, what hit points are, what armor class is, all is subsumed in a fuzzy picture of combat so But what of the Exceptional Strength bonuses in between? As a measure of finesse and applied skill or feats of great strength, other bonuses are justified in much the same way monsters may have their bonuses justified. In fact, monsters and fighters are often quite similar when it comes to combat. But exactly what is Exceptional Strength if it's not just more strength? Exceptional Strength, unlike ordinary strength, is still a measure of greater strength, endurance, and stamina, but it has a mental component that is required to achieve that level of strength, and that makes it temporary since it only comes into play with concerted and deliberate mental effort made possible by intense mental training. A fighter may rise to the challenge by steeling themselves and summoning upon mental training, or channeling their chi (a form of spiritual energy) to temporarily augment their normal 18 STR and achieve things normally beyond the capabilities of ordinary PC strength. So bending an iron bar takes a certain amount of strength, and even if a cleric with 18 STR doesn't have enough power to do this, a fighter with 18 STR may. How? He or she temporarily summons the will to call upon more power or endurance, to allow the brain to let the body's muscles release more of its stored energy, and they do this via training found in the fighter classes not found in the non-fighter classes. As it turns out, according to some real-world research, humans normally can only use about one third of the power their muscles are actually capable of producing. The brain doesn't normally allow them to press beyond that limit since it tends to damage the body if it allows it, yet in extreme conditions the brain may bypass this limitation since to do otherwise would be even more detrimental. Sometimes in dire emergencies humans lift things many times heavier than they normally could lift. They may injure themselves a lot, a little, or maybe in no appreciable way at all, but it is possible. Yet, if asked to perform such a feat of strength again when there is no emergency, they cannot do it. So ordinary STR isn't a measure of what one is capable of, but what one is normally and consistently capable of without injuring oneself and as a matter of sheer muscle. Real-world monks, martial artists - and apparently 1e and 2e fighters, rangers, and paladins - are capable of temporarily bypassing normal limits and summoning Exceptional Strength on a regular basis, all without damaging themselves. To what degree is determined by the random 1d100 roll all fighters get once they attain 18 STR in a permanent fashion. 17 STR fighters who have been striving toward this goal finally get the knack of that training once they reach 18 STR, and this avoids problems of sudden development, while <17 STR fighters work on it, but never achieve significant results to qualify for game bonuses unless or until they attain an 18 STR. True, they may achieve subtle differences, but not enough to qualify for further game bonuses. NOTE: The Strength spell, of course, may augment ordinary STR for normal classes, or give or increase NOTE: Be mindful, the bonuses given for an From this we see Exceptional Strength is actually greater degrees of power, endurance, and stamina, if one were to measure it as a snap shot of a physical quantity, but it's different from ordinary strength inasmuch as it only temporarily and briefly surpasses the ordinary 18 STR limit. Even encumbrance, as this is a measure of endurance, is temporary, despite a fighter having to do it for hours on end. Thus, bonuses to hit, to damage, for weight allowances, to open doors, or to bend bars or lift grates, are all explained via a mental component to augment an already impressive 18 STR. Exceptional Strength Bows, too, require extra power beyond the normal 18 STR limit to pull and hold the bow at the ready, but this comes from the mental conditioning that allows the fighter to have their brain release more power, and via conditioning not to cause themselves damage while doing this. Despite the skill, it's still less impressive than the super human brute strength from 19 STR or more. Once a PC uses powerful magic to surpass normal mortal PC limits, we may be looking at enhanced bones, muscles, sinew, tendons, and even greater blood flow by magical or artificial means from augmented hearts, altered blood chemistry, or what have you, all to at least partially account for this greater, though ordinary brute STR, as it comes no longer from mental training to surpass normal physiological limits, but from magical augmentations of the materials that make up the body itself. One may wonder why, however, a fighter can't use this applied knowledge to augment their greater, magically enhanced brute strength. I can only surmise when one "swings away" with all their might, which is required to enjoy the super human bonuses of 19 STR or greater, the comparatively smaller bonuses cannot simultaneously be employed, so one can use either their Does this make sense? Considering And what of real-world weight lifters who surpass the 18 STR limits? Are they fighters with Yet, is all this thought worth the effort? Again, I think so, since it's the only way I can fathom to both keep the non-fighter exclusion rule and justify it on the IC level that I can find. Yes, one could toss out the non-fighter exclusion rule and allow all classes to enjoy Fortunately, none of this takes any extra work during game play. It's one of those things, a new vista, a new way to perceive something, which allows one to justify how the rules work on the IC level and doesn't require a rule alteration or needless bookkeeping chores or any extra work, really. You just acquire a new understanding of what Some GMs I've conversed with prefer thinking of STR as a single physical measurement, but I can't grasp why non-fighters would be precluded from attaining higher degrees of strength, if that is all it is. And some GMs have suggested rewriting the whole Frankly, I think reading this article, despite its length, and appreciating STR and Now, I'll finish this article by reproducing in large part the section of another article that concerns STAT augmentation since it deals with Wish spells and EXCEPTIONAL STRENGTH and it might be helpful to have those comments here, as well. The Power Of A WishFirst, I must confess that I came into my knowledge of the relative power of the Wish by experience and not by virtue of the written word. To my dismay, I have subsequently found that the written word seems to have Wishes as less powerful, more commonplace, and more ephemeral than I have come to regard them. Naturally, my careful and considered opinion when this happens is to say "screw the book," so I have ignored it here as well since I felt having Wishes as more powerful, harder to obtain, and more costly, as well as more permanent things, to be desirable. So they are on my world. One of the most common uses of the Wish spell is to change one's statistic scores via a process known as STAT augmentation, so I think a few thoughts on that matter may help. The 1e or 2e Wish spell doesn't clearly spell out what a Wish will do for stat augmentation, and many may assume +1 anywhere and everywhere to be reasonable, but I do not. I believe the higher the statistic, the less probable it is, the more valuable it is, and the more it should cost. I also dislike players trying to play stats that are so far above the player's own they can't help but play them badly. This is mostly for INT, WIS, and CHR rather than STR, CON, and DEX since the latter three are rolled for rather than roleplayed, more often than not, but I digress. As a house rule for my world, no statistic of any human (actually, for fairness, any member of the standard PC races) may ever permanently be raised beyond 20 - in 1e or 2e games. I simply don't believe the mortal human frame is capable of anything higher. Second, the effect of Limited Wish and a full power Wish on statistics is well documented in the biomagical journals. By that I mean players do not have to needlessly worry about how to precisely word the spell as it is assumed if they desire to use the spell for STAT augmentation, the prescribed way and wording is already crafted to maximize the spell's effectiveness. Now, a Limited Wish will raise any statistic straight to 14, then to 15 with another, and then to 16 with another. After that, a Limited Wish will raise said statistic only by +10% of an integer point each casting. Ten Limited Wish spells will take a statistic from 16 to 17; ten more will take it from 17 to 18. A Limited Wish will not help beyond that point. Of course, there is no game bonus advantage of a 16/20 over a 16/10, except in STAT vs. STAT rolls, and using the Limited Wish past 16 is virtually pointless, anyway, so it hardly ever happens, particularly since a Wish has the same effect on 16/10 as it does on 16/20, for example. So once 16 is attained, it's best to wait for the full power of a Wish if one desires to augment their stats beyond that point. NOTE: As an optional rule, it may be more realistic to think of very low stats, like 3, 4, 5, and 6, to actually represent some physiological problem or abnormality or injury. As such, it may take more power to raise those stats to average levels as the power of the spell overcomes the unusual impediment. Thus, GMs may insist stats that low first be augmented to normal or average levels with one Limited Wish before allowing them to proceed to straight to 14. A full power Wish is essentially the same but with different numbers. So, it is straight to 16 no matter where it started below that, then to 17 with another casting, then to 18 with another casting. After 18, each Wish is + 10% until 19 is attained, and then 10 more Wish spells will finally take one from 19 to 20, but not beyond. Other means such as books and tomes and manuals, etc., may raise a stat from 18 to 19 or 19 to 20 with a single use, but never beyond 20. However, certain items may raise a stat beyond 20 in an ephemeral way - that is, only as long as you use, are carrying, or wearing the magic item. Please note for stat dependent levels or skills, ephemeral magic will not count. For example, if your Elf - a warrior that needed a 19 strength to achieve levels higher than 15th - wanted to raise it, he could Wish his strength increased, and that would work, but a Girdle of Giant Strength would not. Such fleeting and non-permanent magic will never allow one to exceed normal level restrictions based upon one's statistic scores. NOTE: For various purposes, naturally rolled STATs may be in the format of X/YY, where X is the 3 to 18 integer (actually 0 to 25 integer) and YY is the latent % from 01 to 00. Thus, for example, GMs may secretly record PC percentile stats, like an intelligence of 15/45 or 17/88. Magic spells might help augment some stats faster, though characters (and players) would tend to be oblivious of exactly where their % STATs started. Usually the only difference between X/YY and X/ZZ - where ZZ > YY - would be in contests of that STAT vs. that same STAT. The higher (ZZ) STAT would tend to win in the long run. When augmenting stats, however, attaining the next higher integer score does not normally entitle one to a latent 1d100 roll, and X/01 is assumed. So an augmentation from 17/NN to 18, even with a full power Wish would be to 18/01 and not 18/NN or even 18+1d100. Fighters work a little differently for the class dependent skill of EXCEPTIONAL STRENGTH, but those notes can be found below. NOTE: Unlike normal STATs that use integers - ( 0, 1, 2, 3, . . . 17, 18, 19, 20, . . . up to 25) - the fighter's exceptional strength (18/01 to 18/00) may not simply be more ordinary strength so much as an applied knowledge, or temporary strength, that surpasses their existing 18 strength, so it works like a skill or feat and not a normal STAT. The class dependence for exceptional strength is perhaps justified since fighter-classes alone learn how to properly use greater strength in combat, or in feats of power, endurance or stamina, and as such strength ratings in that particular range have a mental component. Improperly trained, greater strength could actually be used against one in combat, just as one's greater weight may be used against them in some martial arts. Just swinging harder could be more dangerous and leave oneself open to attack, so non-fighters do not do this since they'd probably miss anyway and almost certainly get clobbered for free if they did. Fighters, however, have better combat training, and a fighter's EXCEPTIONAL STRENGTH ratings in the 18/01 to 18/00 range could indicate greater skill and finesse using the 18 strength without opening themselves up to counter attack, as well as the proper mental conditioning required to temporarily overcome one's natural limits. At a STR rating of 19, however, most people can accomplish as much using brute strength rather than the finesse of applied knowledge or superior physical conditioning for greater endurance, and even fighters would opt to use such raw STR if they had it rather than the comparatively weaker exceptional strength. NOTE: Once a member of any of the fighter classes attains an 18 STR, they are entitled to a 1d100 exceptional strength roll, so if they start with 18 STR in character generation or come into it later by extraordinary means, they get the 1d100 roll, just as other class dependent abilities based upon high stats come into play or manifest after the fact. For example, attaining an 18 wisdom doesn't give just anyone bonus spell slots for clerical spells, but ONLY those who are already clerics AND already capable of casting spells of that level. So, too, attaining an 18 STR doesn't give anyone exceptional strength, but only those who are already fighters, rangers, or paladins. Thus, a Wish will take a 17 STR fighter to 18/NN, where NN is the 1d100 roll. It is not unusual they will finally be able to effectively employ a skill or feat they have trained for (at 17 STR) for quite some time, but only now have the prerequisite minimum STR of 18 to achieve meaningful bonuses. Thus, fighters are not skipping 18 but are merely finally able to employ a class skill, so they get the normal STR bonuses for 18 STR, as well as a few others due to the class ability stacked on top of that. They do not automatically simply attain 18/01, as most stats would work when achieving the next higher integer value, but the skill manifests itself as how effective a fighter is at employing the class ability. The fact there are 5 categories of bonuses in the 18/01 to 18/00 exceptional strength range, and that this appears to be almost random, is no cause for concern any more than the fact one's initial STAT scores seem to be random. It would probably be wrong to think of each category as greater and greater ordinary strength and a continuous increasing of ordinary strength in stages, but should be thought of as greater degrees of mastery and finesse and mental conditioning, and above all, natural aptitude for the NOTE: Technically, fighters do automatically attain a normal 18/01 STR when augmenting from 17 STR, since all stats are formatted in X/YY format and all 18 STR augmented from 17 is normally really 18/01. It's just all % for all STATs have no significant game differences, so we tend to ignore them, more often than not. GMs may not even roll them unless or until they are needed, but if they do bother to roll them, they should be secretly recorded for future use. But fighters, though they have an 18 real normal STR (18/01) also have an Unlike any other classes, fighters, rangers, and paladins may opt not to Wish for +10% increments in regular strength, but instead Wish for greater class skill in EXCEPTIONAL STRENGTH. For simplicity sake, this is still +10% for each Wish spell, but it's not really a strength augmentation so much as a skill or feat augmentation. Just as there is no effective difference between an 18/60 INT and an 18/50 INT, other than INT vs. INT rolls, there is no effective difference between a 18/60 STR and an 18/50 STR, even for a fighter, and in particular for non-fighters. However, there is an effective difference between 18/60 NOTE: Unfortunately, even a Wish spell will not raise an 18/00 NOTES CONCERNING THE WORLD OF ORLANTIALimited Wish spell's approximate cost is 60,000 GP to 80,000 GP - aging the caster 1 year or 1% of their life span - and 120,000 GP to 180,000 GP for a full power Wish - aging the caster 3 years or 3% of their life span. This assumes you can find an agreeable archmage to cast it for you. In my economic system, 1 silver piece is about equivalent to one U.S. dollar. With 100 SP per 1 GP, a full power Wish spell would cost an average of about $16,000,000. These things are by no means cheap or common. Aside from that, I try to limit the power of a Wish to something the character could nearly buy with that sort of money, to mimic another spell's functions and abilities, or to do some other reasonable thing. For example, if used to Wish for gold, it may produce 120K to 180K GP. If used to Wish for a castle or a keep, it may only build one that could be built for that sort of money - maybe less since it is built NOW. If used to mimic a spell, one may have a Wish work several times over. If they Wished to mimic a Teleport, for example, it may No Error Teleport the entire party to the desired location. This seems reasonable, provided the party has less than a dozen people and creatures in it and they are not going from one plane to another as well. A Limited Wish used to Wish for all of one's hit points back would almost certainly be able to mimic the 6th level clerical Heal spell in that regard, and would therefore be permanent, and not temporary like the book suggests. After all, it cost the caster a year of their life, does not cure disease or perform other actions the Heal spell may perform, and so certainly should be allowed to mimic but a portion of a lower-level spell in that fashion - granted, it is assumed 6th level clerical spells are more powerful than 6th Magic User spells, and 7th level clerical spells are on par with 9th level Magic User spells, but this is close enough for a rough estimate. I like to also consider what the Wish has to work with. For example, a Limited Wish used to double the effectiveness of an actual Heal spell by allowing multiple targets would work even better since the resources are right there. Thus, one Heal spell and one Limited Wish may become two full Heal spells or three "hit point only" healing spells. This is because it is assumed the further a Wish has to "reach out" to get what it needs, the weaker the results will be. That way, wishing for personal stat adjustments up higher than normal - within yourself is not so far to reach, or within one who allows a mage total access is similarly easy - altering the Heal spell already present is more powerful than mimicking one not present, wishing for a castle by a nearby rock quarry will have better results than wishing for one where the nearest suitable stones are hundreds of miles away, etc. You'd still get a strong castle, but it would be somewhat smaller. All of this should make it clear, or at least start to make it clear, that Wish spells are perhaps capable of bigger and better and more permanent things on my world. But it may be a long while, perhaps even never, before you come across one or are capable of casting one yourself. In fact, it would be wrong to assume simply because I worked out the above rules that casting many Wishes for these purposes is almost commonplace on my world - it is not. If anything, despite being well beyond the power of your average PC, such rules still lend a sense of one's place and relative power to those around them, and thus they may better appreciate having a natural higher statistic or a magic item that augments, even in an ephemeral way, their stats. But I digress. STR and
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