Wulf Ratbane said:
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 I say this thread is a quintessential low-magic complaint thread. You just complain later then most since you can handle invisibility and fly. The low-magic complaint threads also nash their teeth on the evils of teleport, plane shift, raise dead and commune.
(Once again this is no indictment or finger waggling pomposity. There's nothing wrong with low-magic. I'm just trying to get you to see that all you've done is move the cutoff point for when magic becomes too much for you.)
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.
You haven't proven to me that 9th level is past the "sweet spot". I say it stays sweet through to 30th level. In fact, it's somewhat bland before 10th level as compared to after 10th level.
The Fellowship of the Ring.
You know, if I had to pick something iconic and genre-defining.
Huh? LOTR has no D&D rogue for whom a lock is beneath him. Which door do you refer to here? My Tolkein-fu is minimal.
But you missed the point. I mean "dramatic obstacle" in the sense of "not a forgone conclusion."
No, I didn't miss the point. You can have all the dramatic obstacles you like. But when the characters are 20th level. Don't use a locked door for this purpose. Afterall, not only do the locks not stop the thief, but the wizard can passwall, dim door, teleport without error. The cleric can stone shape. And quite frankly, the fighter should be able to shoulder the door if you want a really heroic effect.
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.
Gee, I thought I had a rep for being like 90% gamist. I don't see that the game is broken. You do. That is our disconnect. Until you can convince me that teleport, commune, and the rest of the 5th level spells you have a problem with but that I've never had a problem with for 25 years are
supposed to sour the game for me, we can't speak the same language.