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GM : Spellcaster Arms Race
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<blockquote data-quote="prabe" data-source="post: 8195657" data-attributes="member: 7016699"><p>Apologies.</p><p></p><p>In my campaigns, it's less than one time per adventure (if you don't count encountering an established protection more than once, to be more than one time, and considering that adventures often run more than one session). It's almost certainly less than 25% of the time spellcasters try to solve problems with spellcasting (at least as a matter of intent; I have on at least one occasion nuked the 14th-level bard's shiny new highest-level spell by accident--because I didn't know what his shiny new was).</p><p></p><p>I think you have it right that the countermeasures are typically deployed as something like worldbuilding, or making a believable situation, or something along those lines, and much less often changing even the DM's hidden notes. The latter is (probably) understood as DMing in bad faith; the former at least can be DMing in good faith. If I establish that in [place] at least some spellcasting (of a sort the PCs typically use to solve problems) is ... illegal, or taboo, or whatever, that can be A) an interesting facet of that place and B) a challenge to the PCs--solve those problems differently or deal with the consequences of casting those spells or try to use those spells without getting caught or, etc.</p></blockquote><p></p>
[QUOTE="prabe, post: 8195657, member: 7016699"] Apologies. In my campaigns, it's less than one time per adventure (if you don't count encountering an established protection more than once, to be more than one time, and considering that adventures often run more than one session). It's almost certainly less than 25% of the time spellcasters try to solve problems with spellcasting (at least as a matter of intent; I have on at least one occasion nuked the 14th-level bard's shiny new highest-level spell by accident--because I didn't know what his shiny new was). I think you have it right that the countermeasures are typically deployed as something like worldbuilding, or making a believable situation, or something along those lines, and much less often changing even the DM's hidden notes. The latter is (probably) understood as DMing in bad faith; the former at least can be DMing in good faith. If I establish that in [place] at least some spellcasting (of a sort the PCs typically use to solve problems) is ... illegal, or taboo, or whatever, that can be A) an interesting facet of that place and B) a challenge to the PCs--solve those problems differently or deal with the consequences of casting those spells or try to use those spells without getting caught or, etc. [/QUOTE]
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