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General Tabletop Discussion
*Dungeons & Dragons
GM : Spellcaster Arms Race
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<blockquote data-quote="Manbearcat" data-source="post: 8195487" data-attributes="member: 6696971"><p>I appreciate everyone's replies.</p><p></p><p>You've all mostly engaged with the thrust of my original post, but there hasn't been uniform clear answers as to the bottom questions. Thus far it seems the 2 answers that predominate are basically:</p><p></p><p>* “Not much or at all. Spellcaster toys are meant to do this stuff and I’ve always got more bad guys/obstacles.”</p><p></p><p>* "Number 1 is a legal move and countermeasures are extrapolated from that."</p><p></p><p>Ok then.</p><p></p><p>So following from the above, an answer to the questions might be something like:</p><p></p><p>1) Countermeasures occur about 1 x per session.</p><p></p><p>2) Countermeasures occur about 1/4 spell/gambit deployments by the spellcaster (meaning 25 % are countered and 75 % aren't countered).</p><p></p><p>3) The countermeasures deployed are nearly universally by way of:</p><p></p><p><em><strong>1) Preemptively using unestablished backstory or unilateral access to the offscreen (NPC x has Antimagic wards on their lair/redoubt, Divination and Teleportation exclusion zones mandated by territorial governing bodies, spellcasting is outlawed or aggressively stigmatized, NPC x has a mage with an anti-spellcaster loadout, NPC x IS a mage with an anti-spellcaster loadout, NPC x has Magic Resistance, etc, etc).</strong></em></p><p></p><p>This is because 2, 3, and 4 are bad faith moves made by the GM (or something to that effect), but 1 is not only a good faith play, but responsible GMing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8195487, member: 6696971"] I appreciate everyone's replies. You've all mostly engaged with the thrust of my original post, but there hasn't been uniform clear answers as to the bottom questions. Thus far it seems the 2 answers that predominate are basically: * “Not much or at all. Spellcaster toys are meant to do this stuff and I’ve always got more bad guys/obstacles.” * "Number 1 is a legal move and countermeasures are extrapolated from that." Ok then. So following from the above, an answer to the questions might be something like: 1) Countermeasures occur about 1 x per session. 2) Countermeasures occur about 1/4 spell/gambit deployments by the spellcaster (meaning 25 % are countered and 75 % aren't countered). 3) The countermeasures deployed are nearly universally by way of: [I][B]1) Preemptively using unestablished backstory or unilateral access to the offscreen (NPC x has Antimagic wards on their lair/redoubt, Divination and Teleportation exclusion zones mandated by territorial governing bodies, spellcasting is outlawed or aggressively stigmatized, NPC x has a mage with an anti-spellcaster loadout, NPC x IS a mage with an anti-spellcaster loadout, NPC x has Magic Resistance, etc, etc).[/B][/I] This is because 2, 3, and 4 are bad faith moves made by the GM (or something to that effect), but 1 is not only a good faith play, but responsible GMing. [/QUOTE]
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