I 100% agree with Steve.
I struggle with this myself. I don't see FR as a low magic setting boddyknock, if anything, with what I've learned and experienced it seems to be very high magic. Out of the 6-7 or so fantasy realms I've delved into, FR is the highest magic of them all.
The thing is that magic in FR seems to be able to solve everything. Even on this server, we're approaching spellbooks where there is a spell for everything, and d&d is worse in this regard. I can understand Thay and other magic-heavy societies to a certain degree. Magic is everything, and really every ruler and society in FR should be magic-focused. I can't understand why there even is Thayan knights though. Another red wizard would be a thousand times more useful. I can't even figure why someone would ever raise a sword in a world where magic users can do everything. It's like using a wooden spear against a military aircraft.
That link claims that spellcasters are rare but one in 100 is far from rare. Even if it's just 1 in 1000, given populations of millions, the entire military, ruling class and pretty much everything would be made up by those who can shape their very surroundings with a word. Even if they were rare for our server, which they obviously can't be given they're easily accessible classes and the entire environment is promoting spellcasters, it brings out several issues (so, one has to think of spellcasters as rather normal rather than rare since they're everywhere).
For example one of the most annoying things for me when I was a DM was people regularly using etherealness on the entire party to "scout". It just defeats the whole purpose of stealth characters doing anything, or for the DM to bother setting things up.
This is essentially what I struggle with.
The DMs have to circumvent so many things due to player behaviour. The DM can't create a disease for example, because any cleric or paladin can just eradicate it and people are freely giving out their magic anyway without a second thought. To make it interesting, the disease has to have something attached to it that make it less able to be cured, but then players could just ignore the ravages of the disease on themselves or on the local population, and that has to be implemented and so on. It's just an enormous headache to work around how to create interesting storylines and setups, that retain some feeling of being worthy to solve (so bordering epic or at least requiring extensive effort) while at the same time can't be harmful to the environment or indeed in many cases, to the players themselves (as many players hate to be affected by anything, or losing in any situation, according to most of the staff). I've thought a lot about how to circumvent all of the issues that arises out of magical spells doing everything, and I've so far come out empty.
