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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="Jfdlsjfd" data-source="post: 7878602" data-attributes="member: 42856"><p>I am not surprised: numerous threads mentions that high-level plays isn't common (and that the game "breaks down" at high level): if we go by them and campaign usually end by 10th level, it's possible a 5th level spells isn't common enough to irritate GMs.</p><p></p><p></p><p></p><p>I make my players describe their spells at least a little. With Guidance, I am "enforcing" it. So, basically, the cleric in our group who continuously cast Guidance is always going "wait! we need to pray to the Traveller for help before unlocking this door" "wait, let's pray to Kol Korran before entering this shop our barter will be favourable" (and so on... polytheism helps a lot). It actually makes the cleric sound like a real cleric. And sometimes the others PCs goes "oh, shut up, what can go wrong if I just open this coffin, no need to pray to Dol Arrah..."</p><p></p><p></p><p></p><p>I think it's a problem better resolved by establishing with players beforehand what kind of campaign they are going to take part (and they can accept or discuss the premise before). If they just want an epic distraction of a dungeon crawl on the plane of fire, I think the best way for them is to express it to the GM and let him imagine something for an adventure before enacting it. I think a sane group wouldn't just get to the plane of fire and expects the GM to improvise entertainment for them without warning... I can see the problem arising, though.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7878602, member: 42856"] I am not surprised: numerous threads mentions that high-level plays isn't common (and that the game "breaks down" at high level): if we go by them and campaign usually end by 10th level, it's possible a 5th level spells isn't common enough to irritate GMs. I make my players describe their spells at least a little. With Guidance, I am "enforcing" it. So, basically, the cleric in our group who continuously cast Guidance is always going "wait! we need to pray to the Traveller for help before unlocking this door" "wait, let's pray to Kol Korran before entering this shop our barter will be favourable" (and so on... polytheism helps a lot). It actually makes the cleric sound like a real cleric. And sometimes the others PCs goes "oh, shut up, what can go wrong if I just open this coffin, no need to pray to Dol Arrah..." I think it's a problem better resolved by establishing with players beforehand what kind of campaign they are going to take part (and they can accept or discuss the premise before). If they just want an epic distraction of a dungeon crawl on the plane of fire, I think the best way for them is to express it to the GM and let him imagine something for an adventure before enacting it. I think a sane group wouldn't just get to the plane of fire and expects the GM to improvise entertainment for them without warning... I can see the problem arising, though. [/QUOTE]
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