Narrative Space Options for non-spellcasters

Woodland stride doesn't work on magic, but wall of thorns has its own condition. It's kinda vague but I'd go with letting it work.
Woodland stride says "thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect [the ranger]."

Wall of Thorns is Conjuration (Creation) and is not affected by spell resistance. Does it radiate magic to a Detect Magic spell or not? The rules for Creation spells say:

A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.​

Wall of Thorns is D:10 min./level (D). Hence it is "held together by magic", and presumably would radiate magic to a Detect Magic spell. It is able to be dispelled. I would have thought that it counts as "thorns, briars, [or] overgrown areas that are enchanted or magically manipulated to impede motion."

(I must confess this sort of stuff is one reason why I don't really enjoy 3E and it's offshoots.)
 

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[MENTION=42582]pemerton[/MENTION]
As [MENTION=386]LostSoul[/MENTION] alluded to, Wall of Thorns has an explicit exception written into the spell:
"Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage."

As to your last point, I'm not wild about wading through some of this minutiae either.
 

There are a lot of assumptions here about playstyle, campaign design etc. Nothing wrong with those campaigns, playstyles etc for those who enjoy them, but the fact that there are some approaches to the game in which teleport is not a strong strategy doesn't ential that other approaches are inherently flawed.

You're right that those games aren't "inherently flawed" in terms of any qualitative value judgment.

However, when you consciously and knowingly pick a style of play that skews with some element of balance - such as by presuming a campaign world where the PCs have abilities and tactics that are unique (or extremely rare), or otherwise have powers and abilities that most NPCs won't know about or be able to defend against - and then find that (some of the) PCs are overly powerful, to the point where they're not threatened by your encounters and/or are overshadowing the other PCs...then there is an inherent flaw. If you create a self-fulfilling prophecy, it's hard for others to be sympathetic when it becomes fulfilled.

First, on counter-strategies (and NPCs using the same tactics, etc): this assumes a campaign world in which the PCs are not distinctive in capabilities or stature, but just one of many high level actors. That might work for Forgotten Realms (or similar worlds); it doesn't work very well for Greyhawk (or similar worlds). Greyhawk is not chock-full of arbitrary numbers of high level characters, and high-level PCs (ie 10+) can be expected to be among the most powerful actors in the world.

No. I have to protest this; Greyhawk is plenty full of high-level villains, it just doesn't keep shining a spotlight on them the way the Forgotten Realms does.

Iuz. Iggwilv. Eli Tomorast. Eclavdra. Warduke. Dragotha. Rary of Ket. Diraq Malcinex, the Heart of Vecna. Thessalar. Tuerny the Merciless. Lord Robilar. The Fiend-Sage of Rel Astra. St. Kargoth the Betrayer. These are just off the top of my head, and that's without even getting into other power groups like the Horned Society, the Scarlet Brotherhood, and the Boneheart/Boneshadow, all of which have operatives ranging from low levels to high.

And that's without even factoring in the good (and neutral) guys.

I'm sorry, but only someone who doesn't know Greyhawk very well would say that it has a paucity of high-level characters.

Thus, they will live in some of the strongest towers or fotresses in the world (imperial palaces, Drawmij's underwater hideout, etc), whether as allies of other powerful beings or having defeated them and taken over their houses.

See above; that's not a given.

Second, on the enemy "just sitting around waiting": if the game is ToH style, or Maure Castle style - ie a fairly traditional scenario in which the main goal is exploration of an ancient and largely uninhabited fortresss/dungeon/etc, then the "enemy" - the traps, golems etc will just be sitting around waiting, and the casters will be able to nova without cost.

Yes, and that's fine in some circumstances. No one is suggesting that all enemies undertake preemptive defenses or after-the-fact retaliation; sometimes you will find enemies that are simply unprepared, are unintelligent, are unable to respond, or are simply made of environmental challenges. But these are the exceptions (which allow the spellcasters their chance to shine), rather than the rule.

Again, you can elect to make such encounters the norm if you want, eschewing any enemies that have a chance to anticipate and adapt to tactics, let alone retaliate, but if you do so it's somewhat disingenuous to complain that your spellcasters keep stealing the spotlight.

Third, in circumstances where NPCs do use retaliatory scry-and-fry, how does that make the game better? All it does is mean that the PCs suffer the full brunt of NPC caster nova-ing. In my experience it's a good recipe for TPK. Not really conducive to the ongoing campaign, I've found.

Leaving aside your own previous statement about no particular play-style having inherent flaws, this is fun because it's presumed that the PCs will anticipate this, and make their own adjustments accordingly when in a defensive position (e.g. when camping for the evening). That means they'll have to not only set aside resources beforehand, but also adjust their strategies to try and pursue tactics that discourage this sort of retaliation in the first place...and just like that, people are strategically planning in-character.

Not to mention, enemy casters can pretty well be expected to nova in your typical kick-in-the-door session of play - they have invaders running about the place, intent on killing everyone, so why would they hold back anyway? Ironically, they'll be more inclined not to nova if they think that they can escape (or bargain, or surrender and be treated humanely, etc.), so that they can keep some resources in reserve and seize an opportunity that will arrive later, since they'll be alive later to seize it. Hence, this style of play can help to avoid a TPK.
 
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Greyhawk is plenty full of high-level villains, it just doesn't keep shining a spotlight on them the way the Forgotten Realms does.

Iuz. Iggwilv. Eli Tomorast. Eclavdra. Warduke. Dragotha. Rary of Ket. Diraq Malcinex, the Heart of Vecna. Thessalar. Tuerny the Merciless. Lord Robilar. The Fiend-Sage of Rel Astra. St. Kargoth the Betrayer. These are just off the top of my head, and that's without even getting into other power groups like the Horned Society, the Scarlet Brotherhood, and the Boneheart/Boneshadow, all of which have operatives ranging from low levels to high.

And that's without even factoring in the good (and neutral) guys.

I'm sorry, but only someone who doesn't know Greyhawk very well would say that it has a paucity of high-level characters.
I know Greyhawk very well - I GMed it intermittently from the mid-80s and consistently from 1990 to 1997.

In the mid-80s boxed set, there are two soft-bound books. The thinner one (I can't remember now how it is labelled) sets out the class and levels of the rules of the various lands of Greyhawk. The highest level is the 18th level ruler of Stonefist (the Archcleric of Veluna may be at a similar level, I think). Many of the other rulers are between 10th and 14th level.

The average level of Circle of Eight members is in the upper teens.

This is a total of perhaps some dozens of NPCs in this level range. On the assumption that most of them are not the enemies of the PCs, there are simply not that many scry-and-fry teleporting enemies around.

I guess one might run a campaign in which the PCs first face off against the Horned Society (before Iuz did?), then Iuz and his hangers on, then Iggwilv and Tuerny, then Vecna. But that's only one of many possible GH campaigns. (Also, Eclavdra presumably has trouble teleporting to the PCs for the same reason they have trouble teleporting out of the Vault of the Drow.)

Yes, and that's fine in some circumstances. No one is suggesting that all enemies undertake preemptive defenses or after-the-fact retaliation; sometimes you will find enemies that are simply unprepared, are unintelligent, are unable to respond, or are simply made of environmental challenges. But these are the exceptions (which allow the spellcasters their chance to shine), rather than the rule.

Again, you can elect to make such encounters the norm if you want, eschewing any enemies that have a chance to anticipate and adapt to tactics, let alone retaliate, but if you do so it's somewhat disingenuous to complain that your spellcasters keep stealing the spotlight.
People on these boards keep accusing me of being disingenuous. I wonder if they're all familiar with the definition of that word: "lacking in frankness, candor, or sincerity" (from the Random House dictionary via dictionary.reference.com).

What makes you think I'm being insincere? Not everyone whose experiences and opinions differ from yours is a liar (likewise I don't suppose that you're lying about your experiences and opinions just because they differe from mine).

The real qusetion is "Are relatively static, exploration style adventures deviations from the D&D norm?" My assertion is No, they're not. Greyhawk is full of them: look at some of the scenario outlines in various Greyhawk products, or classic Greyhawk modules like ToH. Many of these involve explorations of ancient ruins or hunting for myseterious artefacts. They are not particularly time sensitive. If balance between PC options breaks down in such scenarios - because there is no cost to PC spellcasters for nova-ing and then withdrawing to rest - then at a minimum I would expect the rulebooks to mention this. It is not hard to write an RPG rulebook that talks frankly about how the game does or doesn't handle various aspects of balance (Burning Wheel does this; so does Over the Edge).

But if such scenarios are meant to be part of what your game supports - and I don't think I'm pushing against the traditional boundaries of D&D very much by having run these sorts of scenarios - then the game shouldn't break down.

The flipside of this is that if the PC build and player resource rules assume time-sensitive scenarios in which spellcasters cannot nova then this should be expressly stated in the scenario-design guidelines.

enemy casters can pretty well be expected to nova in your typical kick-in-the-door session of play - they have invaders running about the place, intent on killing everyone, so why would they hold back anyway? Ironically, they'll be more inclined not to nova if they think that they can escape (or bargain, or surrender and be treated humanely, etc.), so that they can keep some resources in reserve and seize an opportunity that will arrive later, since they'll be alive later to seize it.
I don't quite see what this has to do with enemy NPCs scrying-and-frying.

this is fun because it's presumed that the PCs will anticipate this, and make their own adjustments accordingly when in a defensive position (e.g. when camping for the evening). That means they'll have to not only set aside resources beforehand, but also adjust their strategies to try and pursue tactics that discourage this sort of retaliation in the first place...and just like that, people are strategically planning in-character.
It's not entirely clear, but you seem to be assuming that my players don't strategically plan (whether in or out of character) and that my players don't play strategically.

I don't know the full raft of 3E options - as I've already noted, it's not my game - but in classic D&D the only teleport-exclusion spells I recall are anti-magic shell (which is 6th level for MUs and from memory has a duration of 1 turn per level) and Forbiddance in UA, which is a 6th level Cleric spell and from memory requires a holy place or somewhere similar to cast it. So locking out scry-and-fry is not all that easy (especially with UA, which makes scrying available in the form of mid-level spells like Magic Mirror). And in any event the stakes are very high - one Fireball spell can wipe out all the MUs on the PC side (d6 dice vs d4 HD). Apart from anything else, this puts a lot of weight on the GM to decide how hard to push with his/her NPCs, and those GM decisions are certainly in danger of overshadowing the significance of player choices in contributing to the overall outcome.

For me, the bottom line issue is not whether strategic play is fun or not - sometimes it can be, though these days I prefer action resolution-focused tactical play - but whether scry-and-fry is fun. I've played with a lot of it. By mutual agreement my table changed the rules to get rid of it. (First, changes to Rolemaster; then, playing 4e which doesn't have it.) I don't think anyone at my table misses it.

It's at least as big an issue as martial healing, in my view, which is to say is at least as worthy of modularisation.
 

PCs will anticipate this [scry and fry], and make their own adjustments accordingly when in a defensive position (e.g. when camping for the evening). That means they'll have to not only set aside resources beforehand, but also adjust their strategies to try and pursue tactics that discourage this sort of retaliation in the first place...and just like that, people are strategically planning in-character.

Playing DnD as a wargame is one valid playstyle. It is not the norm, however. And the discussion has drifted pretty far off topic.
 

Playing DnD as a wargame is one valid playstyle. It is not the norm, however.
Can we flip this around? What I mean is, instead of thinking about what is or isn't the norm, can we think about what sort of scope for action resolution, scene (re-)framing, etc is appropriate for different styles of play?

Whether or not we want metagame abilities to be part of the game, I think this sort of analysis requires a fairly ruthless willingness to discuss the game and its components in metagame terms. For instance, instead of discussing teleport, and scry-and-fry, in terms of ingame fictional setups, we need to talk about the range of player resources and GM counters involved in this sort of play, and whether or not martial PCs have access to them. For instance, if martial PCs have special abilities in relation to providing safe havens (in in-fiction terms this might involve strongholds) then they can play some sort of meaningful role in the scry-and-fry game.
 

Can we flip this around? ...

Yes, it is more interesting to find exploration style framing powers to create the kind of game we want than it is to discuss what game-styles are badwrongfun.

So, for example, if scry-and-fry annoys us, we coudl give the ranger an ability to make a campsite so camouflaged that it becomes harder to scry on, or even so that the scrying becomes less informative - say by creating terrain features not visible in the typical birds-eye view of a teleport, but which misleads a teleportation. These could be either something you describe how you do (stunts) or an ability you have (class ability, background trait). Using methods like this we can then make our preferred playstyle easier to achieve.

Of course, this will only help if we have some kind of idea of what play-style we prefer. ^^
 

if scry-and-fry annoys us, we coudl give the ranger an ability to make a campsite so camouflaged that it becomes harder to scry on, or even so that the scrying becomes less informative - say by creating terrain features not visible in the typical birds-eye view of a teleport, but which misleads a teleportation. These could be either something you describe how you do (stunts) or an ability you have (class ability, background trait). Using methods like this we can then make our preferred playstyle easier to achieve.
I like this!

To make it particular to rangers it seems that we need to make it some sort of class ability rather than a generic ability of the Survival or Stealth skill. In 3E terms, we could build on Camouflage (perhaps dropping its level a bit, too) - while in natural terrain the ranger can use Hide/Stealth to obscure him-/herself and friends from scrying, magical tracking etc. (Opposed rolls could be used to implement this, though they have their own mathematical oddities as a resolution system.)

In order to avoid having to make a big list of things that the ability can and can't do, maybe it could be framed in more general terms with a list of examples:

Camouflage: While in natural terrain, a ranger of Nth level or higher can use the Hide/Stealth skill in ways that go beyond the ordinary limits of the skill. Examples include:

  • Making a Hide check even if the terrain doesn’t grant cover or concealment;

  • Making a Hide check to obscure him-/herself (and a campsite, wilderness hut, etc that has cover/concealment from natural terrain) from scrying, magical tracking and the like;

  • Making a Hide check to make him-/herself (and a campsite, wilderness hut, etc that has cover/concealment from natural terrain) invisible;

etc​

The Hide in Plain Sight ability could then be framed more expressly as a powerup - Hide in natural terrain even while being observed, or do any of the above options even if there is no cover/concealment (eg blocking scrying even in a featureless desert).
 

Hmmm...

Simply arranging your campsite so that the best locations to teleport into for an attack are protected by mundane traps would be a good start on that- even a True Sight through the Scry won't automatically detect those...

For bonus points, make sure that OTHER areas are guarded by magical traps. Because those ARE detectable while scrying, it will make those spaces with mere mechanical traps look soooooo much more appealing.
 

But is this really an ability, or just using tactics? In a Combat as War setting, you'd need to develop methodologies for things like this, and ten take 15 minutes or so at every campside implementing them. Sounds more like a playstyle-thing to me.
 

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