An end to scry-buff-teleport?

Whizbang Dustyboots said:
By defining it purely in D&Disms. It's a waste of column inches, since it doesn't make any difference in play. Just say that stuff isn't available in the setting and move on. Defining Midnight in terms of how it's different from the World of Greyhawk is fan wankery at its worst.

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It doesn't improve play at the table. It's a waste of time in a game book.

I don't play Midnight but it's not a waste of time at all, particularly for a game based on the d20 engine which can normally be expected to have a lot of D&D-isms in it. Having a logical rationale is important and help define the distinction between Midnight and out-of-the-box D&D.
 

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Calico_Jack73 said:
Some of your past responses have a tinge of "Trolling" to them so this will be my last reply to you on this subject.
If everyone who disagrees with you is a troll, you must be up to your eyeballs in them in real life. :\

Psion said:
So, were you to take a quiz similar to the one that I took to arrive at the gamer assessment in my signature, you wouldn't come up with one that lists "story-teller" first like mine.
Actually, no, I am big into the storytelling. I just can't imagine a scenario in which the desperate battle for survival against the Shadow from the North pauses for a discussion of the cosmological implications of his exile in the mortal realm. Now, if my player characters were a noble band of refugee cosmologists, maybe, but I just can't picture my players preferring that route over more standard sorts of heroes. Maybe I'm wrong, but I suspect for the vast majority of actual games, it simply doesn't come up.

billd91 said:
I don't play Midnight but it's not a waste of time at all, particularly for a game based on the d20 engine which can normally be expected to have a lot of D&D-isms in it.
Why? Why is a setting where there's no teleportation and little divine magic available required to spend inches explaining why? Either a group buys into the setting and wants to play there, or they don't.

billd91 said:
Having a logical rationale is important and help define the distinction between Midnight and out-of-the-box D&D.
Does Dragonlance need a long discussion in the rule books about where the heck the halflings are to "help define the distinction between Krynn and out-of-the-box D&D?" I suspect most Dragonlance-aphiles would say no. "They're not there, have a kender, move on."
 

Whizbang Dustyboots said:
Actually, no, I am big into the storytelling. I just can't imagine a scenario in which the desperate battle for survival against the Shadow from the North pauses for a discussion of the cosmological implications of his exile in the mortal realm. Now, if my player characters were a noble band of refugee cosmologists, maybe, but I just can't picture my players preferring that route over more standard sorts of heroes. Maybe I'm wrong, but I suspect for the vast majority of actual games, it simply doesn't come up.


Why? Why is a setting where there's no teleportation and little divine magic available required to spend inches explaining why? Either a group buys into the setting and wants to play there, or they don't.

Simple. Because there are records in the world of what life was like before the Sundering. People in the setting are aware that this sort of thing used to be possible. They've even got old gods that just don't answer prayers anymore.

There's even an implication that one "big story" to tell in the setting is to undo the Sundering or moderate its effects some how. For instance, the Witch Queen (who's an 8,000 year-old elf) might be capable of being elevated to divine status - giving Aeryth a goddess to counterpoint the dark god. Or maybe an epic adventure to bring a couple more outsiders down to counterbalance Izzy's evil. Or maybe you could restore access to the Ethereal plane. All of these things are put there as potential plothooks for a DM.

The book also goes into a fair amount of detail explaining the differences between Midnight and a typical D&D setting because it's targeted at people who are used to standard D&D. Any setting book does that. They have to explain the ways in which the setting deviates from the Core Rules. Midnight introduces new classes, a new method for casting magic, and lots of other new rules. But it still uses the D&D spell list. Not all of it, but the D&D spell list is key to the game. They disallowed certain spells that didn't fit the setting and they gave an in-setting rationale for that decision. Choosing that in-setting rationale led to some other implications, and the resulting flavor makes for a very compelling setting. I have no problem with a design process that goes:

1) We want a setting like Middle-Earth if Sauron won.
2) That means we need a dark god on "earth" and no way for other gods to interfere.
3) We also want to disallow certain D&Disms, like planar travel and teleport.
4) There's a lot of problematic spells on the Cleric list.
5) Hey, what if the dark god was cast down to the Prime and sundered it from the other planes as his revenge, cutting it off from the other gods in the process?
6) That would mean no cleric spells and no spells that rely on the other planes.
7) Hey, that would mean spirits are stuck on the Prime.
8) etc.

And I have a feeling that that's how the setting evolved to what it is.


Whizbang Dustyboots said:
Does Dragonlance need a long discussion in the rule books about where the heck the halflings are to "help define the distinction between Krynn and out-of-the-box D&D?" I suspect most Dragonlance-aphiles would say no. "They're not there, have a kender, move on."

No, but when it WAS the case, it used to have a LONG discussion about what happened to the gods and why there were no clerics in the setting. And don't even get me started on the different orders of High Sorcery.

That's because when you change races, people go "eh." When you restrict the available classes or change fundamental rules systems (like magic), you have to explain why. Like defiling magic in Dark Sun, for example.

I get the impression that you don't like Midnight. Fine. But that's no reason to trash it for reasons that make perfect sense to people who do.
 
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Whizbang said:
This is the same sort of wankery that made so many of the later oWoD books all but useless: They were intended to be cool reading for the people who didn't actually intend to use the game books as anything other than textbooks for imaginary worlds.

To clarify, WBDB is making a functional argument. What is the function at the table of all this setting porn? The same thing as if I said "it doesn't exist."

Of course, the setting porn does give inspiration for other things to do with the game, ideas for plots and stories and challenges and adventures within the world. But on a functional level, for day-to-day gaming, where the rubber meets the road, is essentially the same: you can't teleport. The WHY might be interesting, but it's not as important for this thread as the fact that you just CAN'T DO IT. Thus making this option functionally the same as simply disallowing it.

Which is still, IMO, a bit of a cop-out.

S-B-T is a valid tactic, and it should remain a valid tactic. I'm all for introducing complications to it (long casting time or teleport-sickness, removal of most if not all buffs, making so you can only teleport to where you've placed your arcane mark, etc.), but getting rid of it entirely is baby-with-the-bathwater kind of behavior.
 

Kamikaze Midget said:
S-B-T is a valid tactic, and it should remain a valid tactic. I'm all for introducing complications to it (long casting time or teleport-sickness, removal of most if not all buffs, making so you can only teleport to where you've placed your arcane mark, etc.), but getting rid of it entirely is baby-with-the-bathwater kind of behavior.

Just to play Devil's Advocate here, why? Why is something that only exists because the players are metagaming the D&D magic system something that should remain a valid tactic?

It wasn't a valid tactic in 1e. Or 2e. It's not a frequently used tactic in any particular setting (game or novel) that I can think of. It's applying modern military tactics to a D&D setting. The only place the "teleport in with guns blazing" strategy is used extensively is in the Wheel of Time and even there it has limits.

I get that scrying is moderately cool. I get that teleporting is something that wizards do in many settings.

What I want someone to explain to me is why this stupid, gamist tactic should remain an option. What's the least bit "cool" about it?
 

JohnSnow said:
Just to play Devil's Advocate here, why? Why is something that only exists because the players are metagaming the D&D magic system something that should remain a valid tactic?

It wasn't a valid tactic in 1e. Or 2e. It's not a frequently used tactic in any particular setting (game or novel) that I can think of. It's applying modern military tactics to a D&D setting. The only place the "teleport in with guns blazing" strategy is used extensively is in the Wheel of Time and even there it has limits.

I get that scrying is moderately cool. I get that teleporting is something that wizards do in many settings.

What I want someone to explain to me is why this stupid, gamist tactic should remain an option. What's the least bit "cool" about it?
Up until the second to the last sentence, you may have had an argument. At that point, you called the tactic "stupid". Interesting.

For the record, I dislike S-B-T. I just don't know how calling it "stupid" can help the debate.
 

Just to play Devil's Advocate here, why? Why is something that only exists because the players are metagaming the D&D magic system something that should remain a valid tactic?

The idea that it's "metagame" is pretty absurd to me.

That's like saying gold pieces are metagame.

Those spells exist in the world of the PC's. They behave in that world as the PHB states they behave. None of it relies on out-of-character knowledge or tactics that aren't evident from the very nature of these spell effects (which are known quantities to the PC's, and, presumably, to the villains they face). You don't need to stop thinking of these things as actual game-world effects in the slightest in order to use these tactics.

No, S-B-T is what any rational spellcaster in the setting would do. Because it's smart. If these spells have existed for hundreds of years, it's a known quantity and a known threat. It's a stupid villain that ignores this potentiality, and lets the PC's achieve an easy victory.

And *that's* why S-B-T is not a cure-all. The bad guys should be just as aware of this tactic as the PC's. After all, the principles of these spells are known and they exist in the game world. Characters know the principles of these spells (at the very least, the spellcasters themselves know them). It doesn't rely on any knowledge the character doesn't have. It's not gamist, it's not metagame, it's distinctly in-character tactics.

I'm all for 4e throwing a wrench or two into the system, but S-B-T is a valid in-character tactic. Just like spending 10 gold on a longsword is a valid in-character tactic.
 

FickleGM said:
Up until the second to the last sentence, you may have had an argument. At that point, you called the tactic "stupid". Interesting.

For the record, I dislike S-B-T. I just don't know how calling it "stupid" can help the debate.

I'm sorry if my calling it stupid stifles debate, but quite honestly I think it's lame. And I'd love for someone to explain to me what's cool about it. Is it the theory that the PCs have "beaten the system?"

I just don't get it. :confused:
 

JohnSnow said:
I'm sorry if my calling it stupid stifles debate, but quite honestly I think it's lame. And I'd love for someone to explain to me what's cool about it. Is it the theory that the PCs have "beaten the system?"

I just don't get it. :confused:
Kamikaze Midget does an okay job of explaining why it isn't stupid. It isn't to my taste, since it seems too "high magic" for me. Some people like high magic and the feel of this tactic is reasonable to them.

Sometimes you feel like a nut, sometimes you don't...
 

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