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Casters vs Mundanes in your experience
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<blockquote data-quote="Elf Witch" data-source="post: 5912606" data-attributes="member: 9037"><p>Here is the problem where these discussions go off the rail You are assuming the wizard has all these spells memorized or has them on scrolls. You are assuming that the dice favors the caster and the intended targets don't make their saves. You are assuming a lot. What else is going on while the wizard is casting these spells is his party in range to get trapped by the spell. Are all the other guys nice and neatly lumped together so that you catch them all.</p><p></p><p>Is there a wizard on the other side using great dispel magic. Maybe the other side got the initiative and cast time stop and set up a nice little nasty surprise for the party caster. There is a random element to the game that can completely change the outcome. </p><p></p><p>I started playing in 1978 that was 34 years ago and one thing I can say with absolute confidence is that no plans works in action like it did on paper. </p><p></p><p>I have in real life gaming with some pretty clever players thwarted the casters many a time and sometimes they have completely wiped the floor with my NPCs. But there has never been a combat that was a guaranteed win or one where only the casters mattered. Not in 34 years of playing this game. </p><p></p><p>As for Frodo okay he has flying beast I have an ancient red dragon who lives in the volcano there is always a way for the DM to win if he wants. Oh and Frodo can scry but Sauron has put up anti scrying magic.</p><p></p><p>I have said this in a lot of threads if a DM feels that a spell is impossible to work with take it out of your game or modify it.</p><p></p><p>In my games I tend to make teleport dangerous and unpredictable all the time. I still use the 3.0 scry rules where if you want to be able to scry you need to have ranks in it to make it work plus an item. Sure they can max out scry but then what are they giving up to max that out. </p><p></p><p>My big issue with how magic works in 3E is how metamagic and cheap creation of magic items can really make the casters have to many resources. I don't allow quickened spells I don't allow anything that might allow more than one spell a round. And I keep an eye on the items that allow a caster more spells or slots. And I strictly enforce the the use up higher spell slots where metamagic is concerned. </p><p></p><p></p><p>I don't allow the feat that allows a druid in wild shape to cast spells unless they are in a form that has vocal chords and has hands like say a primate to do the gestures. I also enforce the rule that they have to have knowledge of an animal to be able to wild shape ,knowledge that comes from actually seeing how the animal moves.</p><p></p><p></p><p>These fixes have made my games run a whole lot smoother without completely changing the game the way 4E did.</p><p></p><p>The thing about playing nice is this I never expect my players to play nice with the bad guys but with each other. And that means don't play your character in a way that totally sucks the fun out of the game for another player. </p><p></p><p>This is not real life so while in real life maybe it makes more tactical sense for the wizard to carry wands of knock but we are playing a game and if there is a player who is a rogue who has made him to be the one to open doors then I don't want to see a player playing the wizard stepping all over him with knock. Having a scroll of knock for an emergency is one thing. Taking over the rogue job is another. </p><p></p><p>Knock belongs in the game for parties who don't have any way to open locks other then bashing doors down.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5912606, member: 9037"] Here is the problem where these discussions go off the rail You are assuming the wizard has all these spells memorized or has them on scrolls. You are assuming that the dice favors the caster and the intended targets don't make their saves. You are assuming a lot. What else is going on while the wizard is casting these spells is his party in range to get trapped by the spell. Are all the other guys nice and neatly lumped together so that you catch them all. Is there a wizard on the other side using great dispel magic. Maybe the other side got the initiative and cast time stop and set up a nice little nasty surprise for the party caster. There is a random element to the game that can completely change the outcome. I started playing in 1978 that was 34 years ago and one thing I can say with absolute confidence is that no plans works in action like it did on paper. I have in real life gaming with some pretty clever players thwarted the casters many a time and sometimes they have completely wiped the floor with my NPCs. But there has never been a combat that was a guaranteed win or one where only the casters mattered. Not in 34 years of playing this game. As for Frodo okay he has flying beast I have an ancient red dragon who lives in the volcano there is always a way for the DM to win if he wants. Oh and Frodo can scry but Sauron has put up anti scrying magic. I have said this in a lot of threads if a DM feels that a spell is impossible to work with take it out of your game or modify it. In my games I tend to make teleport dangerous and unpredictable all the time. I still use the 3.0 scry rules where if you want to be able to scry you need to have ranks in it to make it work plus an item. Sure they can max out scry but then what are they giving up to max that out. My big issue with how magic works in 3E is how metamagic and cheap creation of magic items can really make the casters have to many resources. I don't allow quickened spells I don't allow anything that might allow more than one spell a round. And I keep an eye on the items that allow a caster more spells or slots. And I strictly enforce the the use up higher spell slots where metamagic is concerned. I don't allow the feat that allows a druid in wild shape to cast spells unless they are in a form that has vocal chords and has hands like say a primate to do the gestures. I also enforce the rule that they have to have knowledge of an animal to be able to wild shape ,knowledge that comes from actually seeing how the animal moves. These fixes have made my games run a whole lot smoother without completely changing the game the way 4E did. The thing about playing nice is this I never expect my players to play nice with the bad guys but with each other. And that means don't play your character in a way that totally sucks the fun out of the game for another player. This is not real life so while in real life maybe it makes more tactical sense for the wizard to carry wands of knock but we are playing a game and if there is a player who is a rogue who has made him to be the one to open doors then I don't want to see a player playing the wizard stepping all over him with knock. Having a scroll of knock for an emergency is one thing. Taking over the rogue job is another. Knock belongs in the game for parties who don't have any way to open locks other then bashing doors down. [/QUOTE]
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