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<blockquote data-quote="Celebrim" data-source="post: 8928438" data-attributes="member: 4937"><p>Well, sort of. I agree with the obstacle obviated part to some extent, albeit a non-caster could just jump across it at levels that wall of stone are applicable or climb down and then back up again, or perhaps depending on the situation skillfully set up a rope bridge with a grappling hook thrown javelin. (At least, in my campaign, that would be the expectation.) </p><p></p><p>But in my head "I cast Wall of Stone" is really no more reconceptualizing the scene than "I have a rope." Both are just using a tool that already existed in the scene. Wall of Stone is probably one of the most powerful tools in the game, which is why it's the first thing that came into my head, but it's still just a tool. If this was a sci-fi game it would just be just another sufficiently advanced piece of technology, and I probably put the chasm there knowing that one way to bridge it would be cast "Wall of Stone", which wouldn't bother me. It's not like that sort of obstacle represents a real challenge after a certain point. A DM wanting to play a strictly gritty game where players don't do fantastic things should probably limit the game to fifth level of below, and that includes even mundane classes who will eventually pick up super-hero abilities. That's the whole point of zero to hero (to demigod as the case may be).</p><p></p><p>But I have no idea what you are talking about in the following section, and you'll have to get a lot less abstract about it:</p><p></p><p></p><p></p><p>I mean that reads like spaghetti to me. To me, Wizards have always been too easy to kill to be too worried about them. Invariably they set off a trap or get in close quarters with a grappler or a tunneller or take a critical hit and then the glass cannon is suddenly very dead. In 1e I found straight wizard to be almost unplayable because they just never had the hit points to be out of being one round from death. In 3e it was barely better, albeit I was playing with some heavily modified house rules that prevented a lot of the win buttons RAW 3.X allowed.</p><p></p><p>But as far as the idea of me countering things like you are talking about above, I really have no idea what you are talking about. I think you are talking about things like <em>Fly</em> and <em>Invisibility</em> and <em>Speak with the Dead</em> and how, if you are going to have certain sorts of encounters or plots in your adventure you need to take into account PC abilities. For example, it's a good rule of play that at higher levels a monster that cannot fly and has no ranged attacks should not appear in an area without a ceiling low enough that the monster can reach anything in the room if you intend that monster to be a serious encounter, because you have to account for the possibility that the party will fly and take out the monster with ranged attacks trivially. I note this is good advice even the party doesn't have a wizard, as parties are likely to stash away <em>potions of flying</em> or other means of obtaining flight because of the obvious utility. I don't feel that's as huge of a burden or as big problem as you are making it out to be. Maybe I just don't get it, but your outline above doesn't ring any bells. </p><p></p><p></p><p></p><p>Not really. The biggest change at level 9 is "Raise Dead" comes online for the Cleric, and honestly, that's not an unwelcome thing because by this point players are heavily invested in PC's and having a way to keep them alive isn't bad for the campaign.</p><p></p><p>I really don't get where you are coming from.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8928438, member: 4937"] Well, sort of. I agree with the obstacle obviated part to some extent, albeit a non-caster could just jump across it at levels that wall of stone are applicable or climb down and then back up again, or perhaps depending on the situation skillfully set up a rope bridge with a grappling hook thrown javelin. (At least, in my campaign, that would be the expectation.) But in my head "I cast Wall of Stone" is really no more reconceptualizing the scene than "I have a rope." Both are just using a tool that already existed in the scene. Wall of Stone is probably one of the most powerful tools in the game, which is why it's the first thing that came into my head, but it's still just a tool. If this was a sci-fi game it would just be just another sufficiently advanced piece of technology, and I probably put the chasm there knowing that one way to bridge it would be cast "Wall of Stone", which wouldn't bother me. It's not like that sort of obstacle represents a real challenge after a certain point. A DM wanting to play a strictly gritty game where players don't do fantastic things should probably limit the game to fifth level of below, and that includes even mundane classes who will eventually pick up super-hero abilities. That's the whole point of zero to hero (to demigod as the case may be). But I have no idea what you are talking about in the following section, and you'll have to get a lot less abstract about it: I mean that reads like spaghetti to me. To me, Wizards have always been too easy to kill to be too worried about them. Invariably they set off a trap or get in close quarters with a grappler or a tunneller or take a critical hit and then the glass cannon is suddenly very dead. In 1e I found straight wizard to be almost unplayable because they just never had the hit points to be out of being one round from death. In 3e it was barely better, albeit I was playing with some heavily modified house rules that prevented a lot of the win buttons RAW 3.X allowed. But as far as the idea of me countering things like you are talking about above, I really have no idea what you are talking about. I think you are talking about things like [I]Fly[/I] and [I]Invisibility[/I] and [I]Speak with the Dead[/I] and how, if you are going to have certain sorts of encounters or plots in your adventure you need to take into account PC abilities. For example, it's a good rule of play that at higher levels a monster that cannot fly and has no ranged attacks should not appear in an area without a ceiling low enough that the monster can reach anything in the room if you intend that monster to be a serious encounter, because you have to account for the possibility that the party will fly and take out the monster with ranged attacks trivially. I note this is good advice even the party doesn't have a wizard, as parties are likely to stash away [I]potions of flying[/I] or other means of obtaining flight because of the obvious utility. I don't feel that's as huge of a burden or as big problem as you are making it out to be. Maybe I just don't get it, but your outline above doesn't ring any bells. Not really. The biggest change at level 9 is "Raise Dead" comes online for the Cleric, and honestly, that's not an unwelcome thing because by this point players are heavily invested in PC's and having a way to keep them alive isn't bad for the campaign. I really don't get where you are coming from. [/QUOTE]
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