Wulf Ratbane said:Let's take your statement at face value for a moment. Given that the party can't beat the monster they are facing, what ruleset can possibly be sufficient? Please note that this is independent of low magic, high magic, or any other consideration other than that the PCs are faced with a monster they can't beat. I am curious how any ruleset can "sufficiently" respond to that. Is the solution, then, to make EVERY monster beatable by ANY party? Is that sufficient? On the other hand, if your statement is simply a straw-man argument, I can only assume that you either do not own or have not read Grim Tales. My "position" as far as the GT ruleset goes is based on a desire to make as much of the existing d20 library (including monsters) usable as is, as possible; and yes, "sufficient" accomodations in the ruleset were made for this.
That's fine. I'll dissect your statements, as well.
Your statement:
"The responsibility lies with the players to avoid monsters they can't hurt (not even with action points)."
That followed closely on the heels of a rather dismissive statement about redesigning and retooling monsters. You said that you've never had to alter monsters at all.
My statement:
"I tend to run mid- to high-level games. Simply saying that parties should learn to run away from creatures they can't beat is entirely insufficient in constructing a rules set."
Thus, I am not dealing with a straw man, and I am not simply addressing Grim Tales. I am saying that foisting off the entire responsibility onto players to simply run away when they cannot win is both poor DMing, and bad game design. I've run in campaigns where nothing was changed. If that worked for you, great. I've seen DMs scratch their heads in wonder that a party got creamed by a CR encounter that should have been either a cakewalk, or drain perhaps 20 percent of party resources. It is a REAL problem.
Of course players need to learn to run away once in a while. That's a given in gaming. But offering that as a complete substitution for retooling D&D to fit a low magic game is insufficient and irresponsible. There are plenty of things you just can't run away from, and if you're thrown into the shark pool with a ladder 90 feet away, and sharks that are immune to every weapon you wield and every spell you can cast, and the DM says, "Swim!" then that's silly.
In my opinion, having run low magic games and played in low magic games, d20/D&D 3.5 needs to be redesigned substantially above a certain level of play if you run a low magic game.
However, I also think that this doesn't become too readily apparent to a lot of people who run low magic games, because I've rarely seen a low magic campaign that reached into the levels where this becomes an issue.