Originally Posted by
Telok
That raises an interesting question: Did I decide to make it matter that some classes have out of combat magic and others don't?
Because I wrote a relatively mainstream setting with flying castles, underwater civilizations, pocket dimensions, planes, and a limited number of links between them. Some of the world building and adventure potential that arose from that is predicated on things like there not being convenient planar portals, commercial teleport services, easily acessible flying critters to carry armored riders, or common herbs to allow people the breath underwater. I didn't do that to screw over noncasters or make having noncombat spells matter, I just didn't consider it because the game already gives the options to do all the stuff right in the PH.