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<blockquote data-quote="nevin" data-source="post: 8153797" data-attributes="member: 7024481"><p>No. I don't think any version has a spellcaster problem. If Dm is running his game right by the time the spellcaster can "alter reality" the non spell caster players should have magic items that can either do the same or can neutralize the spell caster. </p><p></p><p>I think all versions of D&D have a tunnel vision/imagination problem. Once the game steps up to high level DM has to start having the smart baddies plan for stuff like that. It requires Imagination and strong familiarity with the spells and what they can do. I know some DM's scream about how teleport and other spells destroy their plots etc. I've been running games since 1974 and no one has ever short circuited a game by teleporting, resurrecting, or Wishing something. They may have changed a plotline, caught me by surprise but I promise you, if you talk to anyone who's ever played a high level mage in my games they've never felt like they could, with impunity just kill or blow things up without consequence. </p><p></p><p>The DM has to think of the world as an ecosystem. Mage starts screwing too much with reality Gods give a paladin high SR and send them after the mage. I had a mage once cursed by the god of healing, whose high priest he killed to be forever without any access to any divine healing. Thieves Guilds, Assasain Guilds don't want the world rocking that's bad for business. Poisons, assassains,hiring other mages to help deal with the problem. I don't care how powerful you are, if the underword wants you dead you better be scared. If the gods want you dead you better be scared. If you cause enough problems kingdoms will band against you. The children of your dead enemies will find relics and artifacts to use against you. Power lets you do big things, big things have big consequences. </p><p></p><p>I think a lot of GM's try to "simplify" their games. Generally this means they don't do followers, high level fighters don't build keeps, baronies, or kingdoms, rogues don't eventually become masters of their orders etc and the game originally assumed they would. By the time a Wizard or Cleric can change reality, a rogue can turn the entire underworld on them. A high level fighter can turn kingdoms against them, and messing with other clerical orders can turn Gods against them. If you've let your players gain what they should have gained in political connections, power, magic items, favors from gods or other mages or high clerics, they shouldn't feel unable to deal with a high level mages. </p><p></p><p>now if you want to run simple dungeon crawls, or low magic games, then yes high level spellcasters can be a problem. My suggestion in that circumstance is don't run high level games, or use a different system.</p></blockquote><p></p>
[QUOTE="nevin, post: 8153797, member: 7024481"] No. I don't think any version has a spellcaster problem. If Dm is running his game right by the time the spellcaster can "alter reality" the non spell caster players should have magic items that can either do the same or can neutralize the spell caster. I think all versions of D&D have a tunnel vision/imagination problem. Once the game steps up to high level DM has to start having the smart baddies plan for stuff like that. It requires Imagination and strong familiarity with the spells and what they can do. I know some DM's scream about how teleport and other spells destroy their plots etc. I've been running games since 1974 and no one has ever short circuited a game by teleporting, resurrecting, or Wishing something. They may have changed a plotline, caught me by surprise but I promise you, if you talk to anyone who's ever played a high level mage in my games they've never felt like they could, with impunity just kill or blow things up without consequence. The DM has to think of the world as an ecosystem. Mage starts screwing too much with reality Gods give a paladin high SR and send them after the mage. I had a mage once cursed by the god of healing, whose high priest he killed to be forever without any access to any divine healing. Thieves Guilds, Assasain Guilds don't want the world rocking that's bad for business. Poisons, assassains,hiring other mages to help deal with the problem. I don't care how powerful you are, if the underword wants you dead you better be scared. If the gods want you dead you better be scared. If you cause enough problems kingdoms will band against you. The children of your dead enemies will find relics and artifacts to use against you. Power lets you do big things, big things have big consequences. I think a lot of GM's try to "simplify" their games. Generally this means they don't do followers, high level fighters don't build keeps, baronies, or kingdoms, rogues don't eventually become masters of their orders etc and the game originally assumed they would. By the time a Wizard or Cleric can change reality, a rogue can turn the entire underworld on them. A high level fighter can turn kingdoms against them, and messing with other clerical orders can turn Gods against them. If you've let your players gain what they should have gained in political connections, power, magic items, favors from gods or other mages or high clerics, they shouldn't feel unable to deal with a high level mages. now if you want to run simple dungeon crawls, or low magic games, then yes high level spellcasters can be a problem. My suggestion in that circumstance is don't run high level games, or use a different system. [/QUOTE]
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