By that logic, it would make crossbow users... usual.I chalk it up to writer laziness in cut & paste of standard elf abilities as we write up another half dozen elven subraces. Looking at their w/u, “A lizardfolk is automatically proficient with simple weapons and shields.” I believe that makes bow users unusual.
The difference is that bows are equipment that can be purchased or crafted. If the dragon has a means of acquiring Scent though templates or whatnot, that's entirely fair by the rules. Simply tacking on the Scent ability, however, is not.In any case, would it be reasonable to agree that, in a game where the appropriate response to “the dragon’s keen sense of smell detects the invisible wizard creeping into his lair” is “dragons do not have scent included in their writeup, so that cannot happen”, the bow wielding lizardfolk are equally impossible? That’s not the game I play, and I suspect it’s not the game you’re playing, so the only point that bow-wielding lizardfolk would concern me is if the outlier guards/scouts/hunting parties all had javelins, but once we planned an attack based on that level of armament, suddenly the other lizardfok had bows.
If you think time is an issue, note that my example wizard has a lesser Metamagic Rod of Extend Spell. 20 minutes should be enough for going in, snatching a lizardfolk, and getting out again.Depends on his time requirements. One minute per level is a “full combat” spell, but not that long for reconnoitering. Overland Flight is long term, but its maneuverability imposes that stall speed, so the wizard loses the ability to hover and has to constantly move, meaning a greater risk of detection even if invisible as he moves back and forth through the swampy areas.
The subject only descends slowly if the spell is dispelled or comes to an end.You know, I never considered what happens if a flying wizard stops taking actions. If he “cannot act”, does he fall (presumably at the slowed rate as a Fly spell ends) or hover? Which one requires he use an action? Is that clarified anywhere?
I would think having a dragon flying out of his lair and through the 5x5 space the wizard occupies in the sky full of 5x5 spaces in the ten or so minutes the wizard is there to be far more unlikely and contrived than liardfolk learning archery.Regardless, it would require Fly, not Overland Flight. He could certainly be invisible up there and be within the 100’ or more range to use his Magic Jar. Be a bad time for the dragon to fly in through his airspace, but that’s not far off the previous javelin users discovering the bow just in time for our attack.
What? No, you do the simple thing and order your possessed Lizardfolk to walk off and bind and gag himself so you can teleport him out of there.OK, let me ensure I understand the proposition. First, the wizard secretes his invisible body somewhere it’s not easily stumbled upon, but within (say) 100’ of the lizardfolk village. Then he Magic Jars into a Lizardfolk (presumably selecting an area where there are only two life forces that could be lizardfolk, and selecting one, ideally one with a 4+ HD advantage over the other, being the finest differentiation he can make). Assuming that works out (and I don’t like the Lizard targets odds of making the save), we now have a wizard in a lizardfolk body who attempts to take down the second lizard quickly, without attracting more attention to himself. He’s a L10 or so wizard, and likely arranged to ambush a 2 HD standard Lizard who is taken by surprise, so that should be practical.
What now? He’s in the Lizard body. Does he drag the prisoner back to his body (easier said than done if he’s using that hover in place trick, and likely to attract attention if he has to drag the fellow through the village)? Does he end the Magic Jar and hope his now vacated host doesn’t raise the alarm? He’ll have to vacate eventually. Does his Lizard host teleport him back to his host body so he can then teleport out after ending the magic jar? Does the GM notice that “You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.”, emphasis added, and question the willingness of the KO’d lizardperson? Does he accept a KO’d Lizardperson is really more an object, and if so does it fall within “You can bring along objects as long as their weight doesn’t exceed your maximum load.”, emphasis added? Lizardfolk weigh 200 lb plus.
Overall, I’d say it can be done. I don’t think it’s foolproof or trivial in its simplicity, though.
I would not worry. The dragon cannot end his movement in the fighter's square.I doubt either wants the dragon to fall ON him.
They split the party.Why is the Cleric out of spells, and the Fighter the one holding the line?
Railroading is forcing any character action to be overruled if it doesn't serve the overall predetermined plot. Ranging from "To the north, east, and south are unpassable mountains that block uncrossable deserts" to "Charm person can't work on the boss fight."What is the difference between the "storyteller" approach and railroading?
Although I have a clear preferred style (and there are surely other styles that I haven't mentioned, such as exploratory sandboxing) I've tried to be fair and sincere in my characterisation of all three.
I think your comments here are a (strongly worded) response from someone who prefers "wargame" style to someone who prefers "storyteller" style. From the wargame (or indie) point of view, all encounters in the storyteller game are in a certain sense "rocks fall" encounters, in that the role of the GM in framing them, and then adjudicating them by reference to the roleplaying responses of the players (to which mechanics may be very secondary, especially outside of combat), is the most important determinant of how they resolve.
In that play style, it may be true that a wizard player is "coddled" - that the GM does not frame and resolve situations so as to put pressure on the player of that PC to really push the limits - and it may also be true that a fighter is more powerful than a wizard - because the fighter player might engage the GM's fiction more energetically and enthusiastically than does the player of a wizard.
(The particular example Wiseblood has given also has another subtext - the collision of "storyteller" playstyle with the remnants of "wargame" mechanical design - and so there are worries that if you push the wizard player to hard in story terms, you might get an unhappy result in mechanical terms, namely of a failed Fort save or death by hp loss. From the perspective of "indie" players, eliminating these contradictions between story aspirations and mechanical possibilities is part of getting the maths right (to borrow Neonchameleon's words) and thereby reducing the role of GM force and allowing story and mechancial possiblity to become more integrated as Manbearcat has talked about.)
@pemerton That is quite an excellent and thorough post 182. Can't xp so if someone could cover for me.
You've done a great job in tying it all together. I would like to hear how the various parties (the ones that you mentioned as well as @Dandu and @N'raac) in this thread feel that you've pinned down their table agendas and if it comports with how you predict their "Fighter vs Spellcaster" position comes together (here and in play).
What pemerton is referring to is the legitimacy of the engagement of the resolution mechanics as arbiter of "what happens in the fiction" when a conflict manifests versus GM fiat/force as arbiter. "Rocks fall. You die." is problematic for you (and me) because its either framed (arbitrarily, without context/foreshadowing) as an unwinnable challenge and engages the resolution mechanics with impossible odds of success...or it doesn't engage the resolution mechanics at all.
GM fiat/force as arbiter. Contrast that to a healthy dose of foreshadowing/context and functional mechanical resolution of the hazard that allows PCs to deploy strategic countermeasures and, failing that turning out, engages the resolution mechanics to determine how the PC build choices (defenses/HPs/suite of relevant actions) interfaces with the attack/damage/status effect thresholds of the hazard.
Every encounter, from social to combat, can be mapped out in the same way as the infamous "rocks fall, you die" "encounter." Suzy the player has great charisma, social skills, understanding of the human condition, and is extroverted. Her Orc Fighter, Bracka, has an 8 Charisma with no social skills to speak of. Andy the player is the inverse of Suzy; uncharismatic, socially awkward, aloof, introverted. His suave Half-elf Bard Don Juan has an 18 Charisma and a full suite of social skills/powers etc. While Andy is a quiet wallflower, Suzy regularly dominates scenes of social conflict because the GM is moved by her (the player) adept roleplaying and re-framing of the situation. He either engages the resolution mechanics with such considerable looseness/lack of stringency that Suzy cannot lose or he doesn't engage them at all because "rollplaying, not roleplaying."
In the same way that GM fiat forces "death" upon your character in the "rocks fall, you die" exploration scenario (and your character's fictional positioning is now "dead"), the fictional positioning in the social scenario above represents Suzy's Orc as "Face of the A-Team" and Andy's half-elf as "the mousey girl in the corner at prom", because conflict arbitration by way of GM ruling (putting the onus on "roleplaying not rollplaying") overrides/circumvents the action resolution mechanics (which interface with PC build choices).
Anyway, Mabearcat explained my point. There are ways of framing an encounter which challenges without killing a wizard, provided the GM is prepared to do things a certain way. For instance, a high level caster (NPC, lich, dragon, whatever) casts some sort of Hold or Paralysis spell on the wizard, and then toys with him/her while whatever else the table things is interesting unfolds. 2nd ed AD&D modules are full of this sort of stuff.
irst, Hold X is Mind-Affecting and Paralyzes, two things I'd hope any wizard would have protections against. Even if not, it doesn't stop Teleport/Door/etc, so the wizard can still get the hell out. Second, I don't know about anyone else, but I can't take seriously casters who can't act like their mental stats. If a high-level caster has a wizard at their mercy and doesn't have a damned good reason not to kill or Dominate them, I'd expect they'd do so.
Hold person does prevent speech, meaning a held Wizard couldn't cast teleport or dimension door, since both have Verbal components. There are ways to bypass the component, of course, but they tend not to feature in optimised builds because the opportunity cost tends to be too high. (And, of course, because as you say, you'd expect the Wizard to avoid being held in the first place.)
Today, I learned that Navy SEALS are wargaming munchkins.These are the players who, as the campaign reaches its crescendo, interrupts the GM’s half completed description of the Master Villain twirling his moustache as he begins his monologue with “Enough flavour text – I waste him with my crossbow!” Their Lawful and Good Heroes liberally apply torches to the groins of anyone they suspect might have valuable intel because “that gives the best bonus on the interrogation charts”, and their personalities change with the wind as they see what approach will be the best tactic in the instant case.
Spend a skill point on Cooking skills? Not unless it helps me get poison into my enemies’ mouths – my character has no purpose in life beyond amassing ever more power!
Turning to your particular example, "Clean this basement" strikes me as not open-ended. "Keep this basement clean" strike me as open-ended. What happens if you give the first instruction and then, just as the bound creatures is putting the last bit of old junk onto a shelf a dragon flies through and knocks everything over with the buffeting of its wings? Does the creature have to start again? Or has it discharged it's obligation? Should the GM roll another check for the creature to choose between these options? I don't think the spell description on its own settles these questions. It's trying to set up a framework for giving mechanical effect to a classic trope - the bound demon which might turn on its binder. It's not surprising that it gives rise to edge cases whose resolution is uncertain.
That's not where I would draw the boundary, precisely because I think it tends to make the spell over-powered. Obviously other tables can have their own interpretive practices.
Just one thought with regard to the "protect me from all harm" instruction to the summoned devil... bear in mind that such creatures both have high mental stats and are the ultimate in rules-lawyers. The most efficient way for the devil to protect the Wizard from harm is probably to take him back to Hell and keep him safely imprisoned there - the Wizard would need to phrase his request extremely carefully, or it will be abused.
I know, and I'm not questioning that, and, although I'd enjoy the karmic hilarity of it, I'd not and I doubt many DMs would waste time making the person write it out in extreme clarity, especially since wizards are all polyglots in fictional languages and all vastly smarter than the players. But that's a metagame problem that I'll not argue, just point out that, were I to bother spamming Planar Binding, I actually would go and write up a several page contract.
Well, the Omnipotent Wizard always has exactly the spells, feats and items he needs to resolve any hypothetical situation, however unlikely, suggested to him. So of course, he has a memorized Silent Spell, a chain of Contingences, the Sudden Silent feat and/or a Metamagic Rod in a configuration that it will work – after all, there is no way the Wizard would not be prepared for any and all eventualities.
“But wait, as it says so clearly on Page 47 of my character’s Standard Operating Procedures, each morning he washes his Ring of Teleport carefully, then swallows it with a Prune Juice chaser. Things should start moving any minute now, and then we’ll be able to Teleport on out of this dungeon.”
I would be very much interested in playing a sorcerer or wizard in a game with you as the DM where you neither coddled nor invoked "rocks fall" on the spellcasters, as I have evidently been spared horrid death by a benevolent or incompetent DM.@pemerton I wouldn't call myself a storyteller. I do see how that might add up in my posts here.
The I win button often requires perfect preparation and that is at best rare. I say it is rare because it requires a specific suite of abilities to overcome obstacle X and all too often that perfect preparation is assumed or portrayed as inevitable. Character resources are limited and that seems to be ignored frequently when comparisons such as these are made.
I can see how "rocks fall" is believed to be what I was getting at, it's not. I was pointing to the fact that Wizards often get a pass when it comes to being a target.
a) Because the fighter can survive targeting, (AC, or HP)
b) Because a fighter is more likely to make the scary fort save
c) Because a failed will save is not going to kill the fighter (too often)
d) Because the fighter that is not disabled by spells can inflict serious damage (and that is hard to ignore)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.