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Limited magic campaign......has never failed yet!
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<blockquote data-quote="Saeviomagy" data-source="post: 2020523" data-attributes="member: 5890"><p>I think that "it becomes easier to do things" is hardly a downside.</p><p></p><p>Consider:</p><p></p><p>You're a 1st level character. There's a chasm you need to cross. You have the gear, you have a plan, everyone ties on their safety lines, maybe someone slips, but doesn't fall, because he had a safety line. Possibly someone gets banged up a bit. You make it across.</p><p></p><p>You're a 10th level character. For about the tenth bloody time, there's a chasm to cross. Sure this one has lava at the bottom, but who cares? That 1st level plan is STILL good. Yawn - yet again, someone slipped to no effect. "GM - we just use the chasm thingy again. Can't we skip this and get onto something interesting".</p><p></p><p>And there you have it - chasm crossing is boring after the first time.</p><p></p><p>Keeping track of rations is boring the first time, let alone the 10th.</p><p></p><p>Overland travel is boring. Why? One encounter a day, that's why. A fight against an equal CR when you're all fully loaded is not a serious challenge. And if you stray too far from that equal CR, then you're looking at the possibility of a TPK with no player input.</p><p></p><p>Scaling a wall? Boring. Pit traps? Boring. Illusionary walls? Boring. Secret doors? Boring. Finding someone in a city with a +18 gather information check? Boring. Finding someone in any other situation when you've got a +18 track check? Boring.</p><p></p><p>Once you've encountered these things a few times, you've worked out how to deal with them, and they stop contributing anything meaningful to the game.</p><p></p><p>And that's why magic makes them non-issues. They'd be non-issues ANYWAY, just from the common sense of the characters involved, and the gear they tend to carry, but magic makes them totally non issues.</p><p></p><p>If magic can just deal with a situation without requiring any further thought, that's a hint. The hint is "this situation is so mundane, it's likely to be boring for the PC's to solve it. Get over yourself and think of something better".</p><p></p><p>In my opinion, the only bad high-level magic is the magic that nullifies high level PC's abilities. And most of that isn't even magic - it's monster abilities. Track becomes useless because half the things around fly. Spot and listen become useless because monsters tend to have more hit dice (and therefore skill ranks) than their CR indicates. Move silently and hide become useless because half the monsters out there have non-traditional senses that negate them. Search and disable device become useless because apparently a trap with a CR of more than 10 would be far too deadly to include in the game.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2020523, member: 5890"] I think that "it becomes easier to do things" is hardly a downside. Consider: You're a 1st level character. There's a chasm you need to cross. You have the gear, you have a plan, everyone ties on their safety lines, maybe someone slips, but doesn't fall, because he had a safety line. Possibly someone gets banged up a bit. You make it across. You're a 10th level character. For about the tenth bloody time, there's a chasm to cross. Sure this one has lava at the bottom, but who cares? That 1st level plan is STILL good. Yawn - yet again, someone slipped to no effect. "GM - we just use the chasm thingy again. Can't we skip this and get onto something interesting". And there you have it - chasm crossing is boring after the first time. Keeping track of rations is boring the first time, let alone the 10th. Overland travel is boring. Why? One encounter a day, that's why. A fight against an equal CR when you're all fully loaded is not a serious challenge. And if you stray too far from that equal CR, then you're looking at the possibility of a TPK with no player input. Scaling a wall? Boring. Pit traps? Boring. Illusionary walls? Boring. Secret doors? Boring. Finding someone in a city with a +18 gather information check? Boring. Finding someone in any other situation when you've got a +18 track check? Boring. Once you've encountered these things a few times, you've worked out how to deal with them, and they stop contributing anything meaningful to the game. And that's why magic makes them non-issues. They'd be non-issues ANYWAY, just from the common sense of the characters involved, and the gear they tend to carry, but magic makes them totally non issues. If magic can just deal with a situation without requiring any further thought, that's a hint. The hint is "this situation is so mundane, it's likely to be boring for the PC's to solve it. Get over yourself and think of something better". In my opinion, the only bad high-level magic is the magic that nullifies high level PC's abilities. And most of that isn't even magic - it's monster abilities. Track becomes useless because half the things around fly. Spot and listen become useless because monsters tend to have more hit dice (and therefore skill ranks) than their CR indicates. Move silently and hide become useless because half the monsters out there have non-traditional senses that negate them. Search and disable device become useless because apparently a trap with a CR of more than 10 would be far too deadly to include in the game. [/QUOTE]
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