Just some clarification is needed

Superj3nius

First Post
okay I was looking at the druid spells and saw that create water can not be cast inside a creature........why not??? why cant i choose is someone needs water now and decide if they deserve to drown or be saved safely??

and I D.M. my players get out of hand/ off track/ play out of character/ ect. how do i stop that? should I? Should i slowly bring them back into my old campain or make a new one. and what about Meta-game thinking?? and what about the challenge vs their monster? too tough or easier because we have some very "special" characters and some all star athleets

example: chaotic neutral rouge gets mad at his party and wanders off on his own the rest of the party and then they gets captured and rouge doesnt know but his player does.... so the rouge suddenly goes to a random warehouse and saves his party.

example: lawful good monk goes robbing houses with my rouge "as a body gaurd" and ends up killling innocents, fights the gaurds, and steals things himself just to keep the rouge safer.
 

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Superj3nius, around here the accepted practice is not to change font colors just for effect. Not that there is anything wrong with it, but you are likely to get better replies by following accepted convention.

Now for your questions:

Create Water is a 0 level with the idea that it is not intended to be used as an offensive spell and certainly not a "save or die" spell. If it could be used as an offensive spell it would need to be a higher level and require an attack or allow a saving throw. Its simply an issue of balance.

As for moderating player behavior, there are numerous threads here on Enworld about these very subjects and looking through this forum a bit should help you find them. Generally it is best to simply layout your expectations before hand, including your understanding of alignments and cautions against metagaming, so that everyone is on the same page. If someone violates their alignement there should be appropriate in game consequences which for some classes may mean loss of their class abilities. There are clear directions for what happens to a non-lawful monk or a non-LG paladin for example. If players are uninterested in your planned campaign consult with them out of game to find out why and how you can get things back on track.

Basically talking to your players clearly, honeslty, and openly is the solution to most problems with a group. Or indeed any relationship.
 

okay I was looking at the druid spells and saw that create water can not be cast inside a creature........why not??? why cant i choose is someone needs water now and decide if they deserve to drown or be saved safely??

If you are the DM, you can modify the effects of the spell as you please. Be aware of course that it is a very slippery slope because players, being the creative creatures they are, will ask for modifications to other spells and thus is the road to gaming hell paved...

Also, if you use create water as a save or die effect like you envision, then the level need to bumped way up to maintain the internal consistency of the spell system.

and I D.M. my players get out of hand/ off track/ play out of character/ ect. how do i stop that? should I? Should i slowly bring them back into my old campain or make a new one. and what about Meta-game thinking?? and what about the challenge vs their monster? too tough or easier because we have some very "special" characters and some all star athleets

It is apparent you are inexperienced at this. You, as DM, set the tone and rules and game ettiquette. Dealing with problem players is a chapter until itself so it is best to be more specific in another thread.

Metagaming thinking - well, what *I* do in my campaign is disallow it. The player states character is acting on something he can't possibly know and I tell him he can't because his character doesn't know whatever he is trying to act on. The player can try to convince me how his character know what he does but if the reason is thin or outright crap - sorry, nice try but NO.

example: chaotic neutral rouge gets mad at his party and wanders off on his own the rest of the party and then they gets captured and rouge doesnt know but his player does.... so the rouge suddenly goes to a random warehouse and saves his party.

Well, if the rogue truly 'stumbles' upon the party in this situation as it was just blind luck he chose that building to look through for loot and finds the captive party or the rogue goes looking for the party when he returns and can't find them - that is legimate and not metagaming. However, if the rogue says 'this building', know full well that your discussion puts the party there....uh,uh...sorry, doesn't happen that way so rogue need to demonstrate a very logical reason why that building at that time.

example: lawful good monk goes robbing houses with my rouge "as a body gaurd" and ends up killling innocents, fights the gaurds, and steals things himself just to keep the rouge safer.

That is not metagaming but an alignment issue. Treated by the Hand of DM Fiat in whatever fashion that alignment violations are handled in your campaign. IMC, monk's alignment slides on the lawful-chaos axis and good-evil axis depend on the severity of the offence against his alignment 'mores' and consequences follow.
 


Hmmmm, these are two ENTIRELY different subjects.

But to the create water, if it was an instant kill, that would be like a 6th level spell.

At 0 level it would simply break the game.
 

Superj3nius:
Others have already pointed out the logical game-reason why not, but here's the technical reason why, just for reference.

A quote from the online SRD, which has a copy of this from the Player's Handbook:
Magic Chapter of the Player's Handbook said:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
 

Short, not entirely helpful comment:

Get a grip. And a dictionary.

Longer, much more helpful comment:

There are plenty of threads dealing with inexperienced DMing, alignment issues, metagaming, disruptive players, in fact just about everything you could ever imagine. And a good few more.
Have a trawl through them and you should get all the good advice you'll ever need.

I've been playing and DMing for 30 years and there is plenty of advice from which I can learn.
 

Arkhandus said:
A quote from the online SRD, which has a copy of this from the Player's Handbook:
The SRD quote didn't come forward so you'll have to read back a post or two, but:

That ruling *really* takes the fun out of things. Sure, I fully appreciate why Create Water shouldn't be able to create it inside someone...but come on, by all the gods it *should* be able to create it above someone's head and drench 'em! :)

And transport seplls e.g. teleport should be able to go wrong vertically as well as horizontally, either leaving you up in the air or melded into the ground below.... (people who complain about teleport overuse get no sympathy from me unless they've incorporated these possible outcomes in their game and it still gets overused)

Lanefan
 

Superj3nius said:
okay I was looking at the druid spells and saw that create water can not be cast inside a creature........why not??? why cant i choose is someone needs water now and decide if they deserve to drown or be saved safely??

Way too powerful for a 0-level spell to perform. There is a Druid spell that you cast that fills the target's lungs up with water, causing them to drown.

In fact, it's actually called Drown and it's located in the Spell Compendium as a 6th-level spell. :D
 

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