D&D General The DM Shortage

James Gasik

We don't talk about Pun-Pun
Supporter
I actually get what you're saying, sure.

But, if the world has magic or is magic? Shouldn't there be magic herbs that could solve the problem? Could even be the basis for an adventure. You ARE solving the problem with magic, just not with the typical spell or PC ability.

Frankly, that's no different (and I, personally, find it more thematic) than forcing the group (assuming they don't have access to the spells by themselves) to track down a scroll, wand or NPC spellcaster.
Some months ago, I was debating with another poster about how the system requires magic to solve certain problems. I brought up petrification- you get turned to stone, chances are the only thing that can help you is Greater Restoration. They were like, "or the DM could allow the blood of the creature to cure the petrification, or some other means that doesn't involve spells".

Which is true, though by default, the game says "spells only". You have to add in these things, and I'm not sure why, since it wasn't always like this.

In our world, there's a lot of myths and beliefs about the mystical properties of herbs and gems (Gary has a list of these in the 1e DMG, as it happens). People believed that dunking an amethyst into a drink would remove poison from it.

In a fantasy world, there's no reason that can't actually work. The body parts of magical beasts can contain magic that can be harnessed without spells (there was a time when the Monster Manual would call some of these things out, like how "possession of a unicorn horn is a sovereign remedy to poison). Ed Greenwood published quite a bit of information about the properties of herbs in the Forgotten Realms, including some that only exist there, like Trueroot, a universal poison cure. We've had many pages over the years to discussing the mystical properties of various metals and minerals; heck, the Underdark is suffused with radiation that over time grants the races that live there magical powers!

Magical energy can gather in places or creatures. The mere presence of a dragon in an area over time can cause the land to become tainted by it's essence, warping and changing the flora and fauna.

An alchemist could use nothing but knowledge to combine these materials to create "magical" effects without any actual spells involved. But the only thing the game really allows for is the creation of healing potions, for whatever reason.
 

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billd91

Not your screen monkey (he/him)
Some months ago, I was debating with another poster about how the system requires magic to solve certain problems. I brought up petrification- you get turned to stone, chances are the only thing that can help you is Greater Restoration. They were like, "or the DM could allow the blood of the creature to cure the petrification, or some other means that doesn't involve spells".
That was the approach taken by Paizo when they retooled monsters to make them better fits to the CR system. The CR 3 cockatrice slowly fossilizes and offers multiple attempts to recover. The CR 5 basilisk may turn unlucky PCs to stone quickly, but his blood unpetrifies anyone bathed in it. And it isn't until the CR 7 and iconic medusa that we get the classic petrification. Until you get to the medusa, the PCs have a number of chances to undo a petrification without resorting to magical powers well above their likely level. I found it a welcome change.
 

Micah Sweet

Level Up & OSR Enthusiast
Some months ago, I was debating with another poster about how the system requires magic to solve certain problems. I brought up petrification- you get turned to stone, chances are the only thing that can help you is Greater Restoration. They were like, "or the DM could allow the blood of the creature to cure the petrification, or some other means that doesn't involve spells".

Which is true, though by default, the game says "spells only". You have to add in these things, and I'm not sure why, since it wasn't always like this.

In our world, there's a lot of myths and beliefs about the mystical properties of herbs and gems (Gary has a list of these in the 1e DMG, as it happens). People believed that dunking an amethyst into a drink would remove poison from it.

In a fantasy world, there's no reason that can't actually work. The body parts of magical beasts can contain magic that can be harnessed without spells (there was a time when the Monster Manual would call some of these things out, like how "possession of a unicorn horn is a sovereign remedy to poison). Ed Greenwood published quite a bit of information about the properties of herbs in the Forgotten Realms, including some that only exist there, like Trueroot, a universal poison cure. We've had many pages over the years to discussing the mystical properties of various metals and minerals; heck, the Underdark is suffused with radiation that over time grants the races that live there magical powers!

Magical energy can gather in places or creatures. The mere presence of a dragon in an area over time can cause the land to become tainted by it's essence, warping and changing the flora and fauna.

An alchemist could use nothing but knowledge to combine these materials to create "magical" effects without any actual spells involved. But the only thing the game really allows for is the creation of healing potions, for whatever reason.
The reason the current game doesn't spell this stuff out is that they were and are determined to force the game into as simple a box as possible, to keep bringing in more sources of income (new players). That's all it is, and we've seen nothing to expect they'll be any different in 2024 with the new edition.

You have to go beyond WotC to find these things. Fortunately, there's a lot out there.
 




I have done what I can to stop the DM shortage. I have many times run short term games to help get groups up and running, then passed off to one of them. I even ran intro games at stores and cons and exchanged emails and face books with people who were going to try to DM.

Not all of them stayed in touch. Not all of the ones that stayed in touch stayed playing and/or DMing. However The longer I am on enworld the longer I wonder if doing that has helped at all.
 

James Gasik

We don't talk about Pun-Pun
Supporter
Yeah, I remember being saddened by how many people were completely closed to even the concept
I kind of blame this on WotC. In the 1e DMG, Gary is potentially open to the idea, and puts forward some rules on divine intervention on pages 111-112, with a base chance of 10%.

5e, on the other hand, makes divine intervention strictly a class feature of the Cleric class- not even other divine casters, like Druids or Paladins, can attempt to invoke the intercession of the divine, so why should a normal person be allowed a chance to do so?
 


Clint_L

Hero
Yeah, I remember being saddened by how many people were completely closed to even the concept
House rule it and try it. Who cares what other people think? Maybe you'll love it. If it's a good idea, it'll catch on.

My initial reservation is that it potentially creates an issue where every time they run into serious trouble, players start having their characters pray to the gods. It could get silly very quickly.
 

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