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Embracing the D&Disms
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<blockquote data-quote="Joshua Randall" data-source="post: 1682275" data-attributes="member: 7737"><p>I think we have drifted waaaaay far from Quasqueton's original point, which was that he, as a DM, has decided to embrace the D&Disms and allow his players to revel in their powerful spells and abilities. I don't think (and correct me if I'm wrong) that Quasqueton wanted this thread to turn into a debate over whether <em>teleportation circle</em> is overpowered or not. I also don't think this is supposed to be a thread about how to recreate your campaign world from the ground up to take into account the prevalence of magic. I think the point is that D&D is structured so that the PCs become powerful and use their abilities against increasingly powerful foes.</p><p> </p><p>So, how can we come up with adventures that, rather than being thwarted by <em>teleportation circle</em>, depend upon it? (An idea that just occurred to me: perhaps the PCs need to transport a large group of troops / traders / refugees somewhere, and they want to use <em>teleportation circle</em>; but in order to do so, the PCs must first scout out the target location to make sure it's safe and to have enough detail on it to get an accurate lock -- even <em>greater teleport</em>, which tele.cir. references, says "you must have at least a reliable description".)</p><p> </p><p>Let's look at the powerful divinatory spells like <em>commune</em>. Even they have their limits: <em>commune</em> allows a limited number of questions, and the answers are either yes/no or short phrases (5 words). To me, as a DM, that just cries out "plot hook!" You don't screw over the PC cleric who casts <em>commune</em>, but you don't have to hand him the answers on a silver platter. Make him work for it. Construct an adventure in which no one in the world knows the long-lost password to open the Vault of Doom -- so the PCs must use <em>commune</em> or another such spell to deduce hints about it.</p><p> </p><p>As for <em>raise dead</em> and <em>resurrection</em> and the like -- why, in a game that features so many ways to die, would the DM <u>ever</u> want to prevent the PCs from using these spells? By the time the PCs can even cast raise dead, they're 9th level, which is pretty powerful. Again, don't thwart the PCs. Let them use their powers as they see fit. Maybe the <em>commune</em> from above reveals that the only one who knows how to open the Vault of Doom is dead, and the PCs must find his body and <em>resurrect</em> it. That's an adventure that depends upon the PCs abilities. And I think that's what Quasqueton is talking about.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1682275, member: 7737"] I think we have drifted waaaaay far from Quasqueton's original point, which was that he, as a DM, has decided to embrace the D&Disms and allow his players to revel in their powerful spells and abilities. I don't think (and correct me if I'm wrong) that Quasqueton wanted this thread to turn into a debate over whether [i]teleportation circle[/i] is overpowered or not. I also don't think this is supposed to be a thread about how to recreate your campaign world from the ground up to take into account the prevalence of magic. I think the point is that D&D is structured so that the PCs become powerful and use their abilities against increasingly powerful foes. So, how can we come up with adventures that, rather than being thwarted by [i]teleportation circle[/i], depend upon it? (An idea that just occurred to me: perhaps the PCs need to transport a large group of troops / traders / refugees somewhere, and they want to use [i]teleportation circle[/i]; but in order to do so, the PCs must first scout out the target location to make sure it's safe and to have enough detail on it to get an accurate lock -- even [i]greater teleport[/i], which tele.cir. references, says "you must have at least a reliable description".) Let's look at the powerful divinatory spells like [i]commune[/i]. Even they have their limits: [i]commune[/i] allows a limited number of questions, and the answers are either yes/no or short phrases (5 words). To me, as a DM, that just cries out "plot hook!" You don't screw over the PC cleric who casts [i]commune[/i], but you don't have to hand him the answers on a silver platter. Make him work for it. Construct an adventure in which no one in the world knows the long-lost password to open the Vault of Doom -- so the PCs must use [i]commune[/i] or another such spell to deduce hints about it. As for [i]raise dead[/i] and [i]resurrection[/i] and the like -- why, in a game that features so many ways to die, would the DM [u]ever[/u] want to prevent the PCs from using these spells? By the time the PCs can even cast raise dead, they're 9th level, which is pretty powerful. Again, don't thwart the PCs. Let them use their powers as they see fit. Maybe the [i]commune[/i] from above reveals that the only one who knows how to open the Vault of Doom is dead, and the PCs must find his body and [i]resurrect[/i] it. That's an adventure that depends upon the PCs abilities. And I think that's what Quasqueton is talking about. [/QUOTE]
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