jmucchiello said:
This is the standard complaint made by "low-magic" types. You claim not to be one, but I think you are.
I claim not to be a low-magic type? I am sure that would come as a surprise to all the folks who purchased Grim Tales.
I
have said that this thread that this is not specifically a low-magic complaint, and it's not.
But at some point I think "you" should admit that you have a problem with the default magic level of D&D.
And as I said above, I don't have a problem with the default magic level of D&D
up through the sweet spot. And that's why you have not seen any complaint about invisibility or fly, or the availability of magic items, or alternate spell systems like "spell burn" and so on.
I've completed my low-magic paean, quite successfully if I say so myself. (I am sure my friends will agree.) This thread isn't about that.
Picking a lock is neither heroic nor dramatic. Locks should be made obsolete as a dramatic obstacle. Tell me of a legendary story where a lock gets picked?
The Fellowship of the Ring.
You know, if I had to pick something iconic and genre-defining.
But you missed the point. I mean "dramatic obstacle" in the sense of "not a forgone conclusion."
As players advance, older story templates are cast aside for new ones. Murder mysteries are hosed at 5th level when speak with dead exists. General mysteries go away with divination at 7th level and true seeing drives the nail into the coffin. Travelling the roads from town to town disappears with teleport. Leomunds secure shelter also puts a dent in travel stories. This is just how D&D is. It's how it always was.
You obviously haven't been playing it as a Gamist experience. Since the beginning of the thread we've had folks chiming in on how simple it is to fix this problem with D&D if we just change the focus away from the broken mechanics and concentrate on
story, and I've been saying all along that the point of the
design exercise is to fix it within 3rd edition's decidedly Gamist framework.
You've just added another post suggesting to "tell different kinds of stories."
We are not speaking the same language.