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Does Your Group Allow "Orb of Acid" As Written in Your Game
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<blockquote data-quote="Imagicka" data-source="post: 2804046" data-attributes="member: 4621"><p>Greetings...</p><p></p><p>Well, I might be unique in my opinion here. But this is what I love about D&D. My school of thought is that magickal situations should have a sense of the fantastical. Where I like to see that there is some sort of strange remedy or situation with most magickal situations. It makes the game a little richer in my opinion. As well as makes old things new again.</p><p></p><p>My players are almost forced to do silly things like wearing the clothes inside out while travelling through faerie lands, less they be literally plagued by fae. I will try to put in tricks and little things into the game, that with some luck, my players can look for and find. For example; I don't know if this is just a Harry Potterism or if there is some truth to the mythos, but I allow my players to use a rooster's crow as a weapon against basilisks. </p><p></p><p>I personally would like to see more flexible and ability in the magical systems utilized in D&D, but we're not here to discuss this.</p><p></p><p>I think that having the ability in the game to allow you to tweak/change/adjust spells with some effort to allow for certain situations is perfectly fine and acceptable. After all, they have counter-spells. When you have meta-magic feats that allow spell casters to be able to change aspects of their spells, or learn completely different spells. Just because the GM (and namely the BBEG) were unable to think that perhaps some sort of protection from a simple spell like Orb of Acid might be a good idea, well so be it.</p><p></p><p>After all, everyone makes oversights. Then of course, the GM will know for the next situation that having some sort of force-shield to protect you from Acid Orb wealding wizards. After all, if the bad guy knows your coming, don't you think he would at least make some sort of attempt to get some intel on what your characters are planning? Oh, let me scry their wizard, and see what he's memorizing today. </p><p></p><p>I think adaptation of outside sources for any material, be it spells, or feats or abilties should be done carefully. The GM should at least give consideration as to any adaptation's potential to imbalance a game.</p><p></p><p>But with that say, if the players are able to come up with some new and fantasic way to use a spell to defeat the enemy, even to the point where it can be anti-climatic, is still fair game. Being inventive I think is the one best aspects of the game. You can think outside the box.</p></blockquote><p></p>
[QUOTE="Imagicka, post: 2804046, member: 4621"] Greetings... Well, I might be unique in my opinion here. But this is what I love about D&D. My school of thought is that magickal situations should have a sense of the fantastical. Where I like to see that there is some sort of strange remedy or situation with most magickal situations. It makes the game a little richer in my opinion. As well as makes old things new again. My players are almost forced to do silly things like wearing the clothes inside out while travelling through faerie lands, less they be literally plagued by fae. I will try to put in tricks and little things into the game, that with some luck, my players can look for and find. For example; I don't know if this is just a Harry Potterism or if there is some truth to the mythos, but I allow my players to use a rooster's crow as a weapon against basilisks. I personally would like to see more flexible and ability in the magical systems utilized in D&D, but we're not here to discuss this. I think that having the ability in the game to allow you to tweak/change/adjust spells with some effort to allow for certain situations is perfectly fine and acceptable. After all, they have counter-spells. When you have meta-magic feats that allow spell casters to be able to change aspects of their spells, or learn completely different spells. Just because the GM (and namely the BBEG) were unable to think that perhaps some sort of protection from a simple spell like Orb of Acid might be a good idea, well so be it. After all, everyone makes oversights. Then of course, the GM will know for the next situation that having some sort of force-shield to protect you from Acid Orb wealding wizards. After all, if the bad guy knows your coming, don't you think he would at least make some sort of attempt to get some intel on what your characters are planning? Oh, let me scry their wizard, and see what he's memorizing today. I think adaptation of outside sources for any material, be it spells, or feats or abilties should be done carefully. The GM should at least give consideration as to any adaptation's potential to imbalance a game. But with that say, if the players are able to come up with some new and fantasic way to use a spell to defeat the enemy, even to the point where it can be anti-climatic, is still fair game. Being inventive I think is the one best aspects of the game. You can think outside the box. [/QUOTE]
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