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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Lanefan" data-source="post: 7508224" data-attributes="member: 29398"><p>But even then the Wizard still has to chalk off the spell slot used to shrink the anaconda...which if the party is merely travelling through safe lands for a few days is of course a mere triviality, but if the party is in dangerous regions and-or just stopping in this town to stock up before hitting the dungeon itself later today then the lack of that slot might become much more relevant by day's end.</p><p></p><p>If it fails its save, damn right it gets destroyed*.</p><p></p><p>* - or some of it, depending how badly the save was failed and-or what's doing the destroying.</p><p></p><p>Not here it isn't.</p><p></p><p>Last session the whole party got hit with a fireball - three characters failed their saves, and we went through their items to see what they'd lost. The party's lead arcane caster - sometimes not the luckiest of sorts, this chap - lost 2/3 of his spells for the second time in three adventures.</p><p></p><p>Yes, at least to the point that I know the party have a SOP for doing so (and what it is) unless they tell me they're doing something different this time.</p><p></p><p>As a player, if I had a character that got tired of always having to worry about the Druid's animal I'd suggest the Druid lose said animal before I took it upon myself to see what said animal tasted like when served with herbs and spices... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Can't speak so much to warlocks, but for Clerics this is very much a thing - at high level nearly all reliable info-gathering runs through Clerics and their divination spells, and Clerics almost always have a widespread organization of temples etc. to back them up if needed. Hard to background that without gutting the divination side of the Cleric class.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7508224, member: 29398"] But even then the Wizard still has to chalk off the spell slot used to shrink the anaconda...which if the party is merely travelling through safe lands for a few days is of course a mere triviality, but if the party is in dangerous regions and-or just stopping in this town to stock up before hitting the dungeon itself later today then the lack of that slot might become much more relevant by day's end. If it fails its save, damn right it gets destroyed*. * - or some of it, depending how badly the save was failed and-or what's doing the destroying. Not here it isn't. Last session the whole party got hit with a fireball - three characters failed their saves, and we went through their items to see what they'd lost. The party's lead arcane caster - sometimes not the luckiest of sorts, this chap - lost 2/3 of his spells for the second time in three adventures. Yes, at least to the point that I know the party have a SOP for doing so (and what it is) unless they tell me they're doing something different this time. As a player, if I had a character that got tired of always having to worry about the Druid's animal I'd suggest the Druid lose said animal before I took it upon myself to see what said animal tasted like when served with herbs and spices... :) Can't speak so much to warlocks, but for Clerics this is very much a thing - at high level nearly all reliable info-gathering runs through Clerics and their divination spells, and Clerics almost always have a widespread organization of temples etc. to back them up if needed. Hard to background that without gutting the divination side of the Cleric class. [/QUOTE]
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