Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jmucchiello" data-source="post: 2995762" data-attributes="member: 813"><p>Fine. I give up. Since you didn't address the fact that your example of getting around the locked door <strong>didn't</strong> require a skill check, you obviously aren't really reading what I'm writing. At no point during the "speak 'friend' and enter" encounter is any of the fellowship's players rolling a die to pick a lock. Thus this encounter is not a lockpicking exercise. It is a puzzle. Puzzles don't come down to skill rolls. Puzzles scale from 1st to 101st level. Your example is not an example of lockpicking in a legendary story. It is an example of a puzzle in a legendary story.</p><p></p><p>Regardless, if we can ignore the specific example of Moria, my assertion was that as the players become more and more heroic, the actions they perform change. Thus while a locked door is a dramatic obstacle for 1st level schlubs. A locked door is out of genre as a dramatic obstacle for 20th level uber-heroes. Knock is still a 2nd level spell, isn't it? By the RAW locked doors should not be a serious obstacle for parties with access to scrolls of 2nd level spells! Knock is still within the sweetspot, isn't it? A 4500 gp wand of knock that will open a whole lot of locked doors, chests, and the gates of moria is within reach of a party at 8th level with a little money pooling. Poof, there goes open locks as a useful skill. And that's without stone shape, dim door, passwall, teleport and I'm sure others. How many spells are you going to tweak to preserve the sweetspot?</p><p></p><p>Are there other 5th level spells that need work? Passwall? Permanancy? Sending? Spell Resistance? Telepathic bond? </p><p>6th level: Analyze Dweomer? Antimagic Field? Find the Path? True Seeing? Wind Walk?</p><p></p><p>Becoming nauseated after teleport would just ruin my fun. I have a character who can cast two quickened spells in a round (28th level remember) and the look on everyone's face the first time I teleported in and out and still took an action inside was priceless. And I still consider that the sweetspot for fun games. The disconnect here is vast and so I'll bow out the thread if I make my next Will save. <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></blockquote><p></p>
[QUOTE="jmucchiello, post: 2995762, member: 813"] Fine. I give up. Since you didn't address the fact that your example of getting around the locked door [b]didn't[/b] require a skill check, you obviously aren't really reading what I'm writing. At no point during the "speak 'friend' and enter" encounter is any of the fellowship's players rolling a die to pick a lock. Thus this encounter is not a lockpicking exercise. It is a puzzle. Puzzles don't come down to skill rolls. Puzzles scale from 1st to 101st level. Your example is not an example of lockpicking in a legendary story. It is an example of a puzzle in a legendary story. Regardless, if we can ignore the specific example of Moria, my assertion was that as the players become more and more heroic, the actions they perform change. Thus while a locked door is a dramatic obstacle for 1st level schlubs. A locked door is out of genre as a dramatic obstacle for 20th level uber-heroes. Knock is still a 2nd level spell, isn't it? By the RAW locked doors should not be a serious obstacle for parties with access to scrolls of 2nd level spells! Knock is still within the sweetspot, isn't it? A 4500 gp wand of knock that will open a whole lot of locked doors, chests, and the gates of moria is within reach of a party at 8th level with a little money pooling. Poof, there goes open locks as a useful skill. And that's without stone shape, dim door, passwall, teleport and I'm sure others. How many spells are you going to tweak to preserve the sweetspot? Are there other 5th level spells that need work? Passwall? Permanancy? Sending? Spell Resistance? Telepathic bond? 6th level: Analyze Dweomer? Antimagic Field? Find the Path? True Seeing? Wind Walk? Becoming nauseated after teleport would just ruin my fun. I have a character who can cast two quickened spells in a round (28th level remember) and the look on everyone's face the first time I teleported in and out and still took an action inside was priceless. And I still consider that the sweetspot for fun games. The disconnect here is vast and so I'll bow out the thread if I make my next Will save. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
Top