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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="jmucchiello" data-source="post: 2993972" data-attributes="member: 813"><p>Bingo. You are correct, sir. Just like road ambushes are meaningless when you can fly, and hide is meaningless when you can be invisible, and walls become obsolete when you can teleport, and hunting for food is meaningless when you have heroes' feast, and find the path makes tracking useless, and on and on. This is the standard complaint made by "low-magic" types. You claim not to be one, but I think you are. You want to play a certain style of campaign that is adversely affected by certain spells. The list of problem spells is similar to the low-magic type complaints (they usually throw in invisibility and fly).</p><p></p><p>(I'm not saying this in any way to belittle you or anyone else. There's nothing wrong with preferring low magic. Different styles of play are good. But at some point I think "you" should admit that you have a problem with the default magic level of D&D. And when I say you here I'm not referring to any specific poster. Just those that agree with Wulf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>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?</p><p></p><p>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. I played many 1e/2e games into the upper teens levels because that was where the fun spells were.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 2993972, member: 813"] Bingo. You are correct, sir. Just like road ambushes are meaningless when you can fly, and hide is meaningless when you can be invisible, and walls become obsolete when you can teleport, and hunting for food is meaningless when you have heroes' feast, and find the path makes tracking useless, and on and on. This is the standard complaint made by "low-magic" types. You claim not to be one, but I think you are. You want to play a certain style of campaign that is adversely affected by certain spells. The list of problem spells is similar to the low-magic type complaints (they usually throw in invisibility and fly). (I'm not saying this in any way to belittle you or anyone else. There's nothing wrong with preferring low magic. Different styles of play are good. But at some point I think "you" should admit that you have a problem with the default magic level of D&D. And when I say you here I'm not referring to any specific poster. Just those that agree with Wulf :) ) 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? 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. I played many 1e/2e games into the upper teens levels because that was where the fun spells were. [/QUOTE]
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