I know this is a contentious point and some people really hate playing D&D like this. But for me, I'll say that the DM gets to frame the scene, the players get to decide the content of it.
The GM framed a scene of a deadly monster. The players decided the content, choosing flight, or Polymorphing it into a turkey (for variety - I've had enough chicken

The actors then proceed to decide on the actual dialog, the strategy they'll use to convince the Walrus and how the Walrus responds. However, it's against the spirit of improv to just give up on selling the XBox One and have a scene with you sitting in a bar drinking while completely ignoring the other actor on stage.
Similarly, I believe it is against the spirit of D&D to take what the DM gives you as a scene and say "I don't want to do that. I'm doing this instead".
The salesman can, however, choose to persuade the walrus that having both would be even better to look at, rather than that the walrus should ditch the PS and buy an XBox.
Although teleport SHOULDN'T disrupt adventures, it often does. Many DMs do not consider the ability to teleport when designing an adventure. Mainly because they steal ideas from movies, tv, novels, comic books. Many of which don't have teleporting protagonists. Especially if you've been running the game since the PCs were low level. You grow to expect that they can't do that until the level that they can.
Again, poor adventure design. If the GM decides it would be cool for the 3rd level PCs to be blasted by a 10d6 Fireball, and surprisingly, they all die, can the GM claim his lack of knowledge of the PC's capabilities in designing the adventure wasn't his fault, or should he have an idea of what the PC's can and can't do? Is it OK for him to have the L7 party Teleported to a room with no exits because he assumed they would just Teleport back out? Not his fault he was unaware they can't teleport, is it?
It might be. But I really dislike playing games where dumb creatures have an exhaustive knowledge of spells and how to disrupt them. When I play orcs, it's often: "That guy just did some magic stuff that hurt a lot! Let's smash his head in until he stops casting that magic at us."
An average Orc has 8 INT. Is that how an 8 INT PC would react, or would he be closer to:
The idea that most orcs would be "That over there, good man, is what we call a Wizard. When they cast spells they need absolute concentration. So if you wait to hit them just as they open their mouth, it's possible you can distract him enough so he can't finish his spell."
Even if I was to use those tactics, however. We always make sure there is one of our allies in a straight line between the orcs and our wizard to prevent charges.
With or without leaving that easy Touch range?
Or the Wizard is invisible, has mirror image up, or any number of other protections.
None of which make it any easier for that Touch to be established, do they?
Even if he is hit, most concentration checks can be made on a natural 1 for the average damage of enemies.
OK, let me understand this. Hitting the wizard in the midst of his spell is useless because he'll make his concentration check, and grappling him is stupid because damage from a typical hit will take him down. Why do we care if he would make his concentration check if the hit KO's him?
No, there were a lot of variation. But on this point everyone agreed. Disrupting spellcasters was close to useless and a waste of your action.
Yeah, this was a point of some contention amongst DMs. What happens when a silence appears in a point of space(where there's no save), putting a Wizard in silence AS he is casting the spell.
Some people pointed out that a readied action happens before the action that triggered it so maybe the Wizard hadn't started casting his spell yet when the silence goes up, allowing him to cast the spell later in the combat when he wasn't in silence(though we ruled it still used up their standard action).
This was argued for mainly because many people felt that Silence was way too powerful if it was considered to disrupt the spell and make the caster lose it. Mainly because amongst the options of disrupting spellcasters it appeared to be easily the most powerful: Using Dispel Magic required a caster level check to succeed at a counter spell and it was specifically designed to stop magic. Doing damage allowed a concentration check, using the exact same spell to counter required having the same exact spell prepared. All of the options had a chance to fail except casting silence on a point nearby an enemy caster as he was casting.
We jointly agreed that the other options might as well not exist if we were going to allow that. So, everyone agreed that stopping someone from casting the spell but leaving it in their memory was at least reasonable.
OK, so there's no point attempting to disrupt a spell is a useless waste of an action, and a tactic which could more easily disrupt a spell needs to be nerfed for that reason. Is that the logic I am supposed to be following here?
In any case, I'm good with preventing the spell. Especially if everyone clustered in a tight group waiting for it and is now perfectly set up for our area effect abilities! Once that Silence is up, the spellcaster needs to get 15' away from it. And how does he know what point in space it's hanging in? Box in the mage seems a good idea. Especially if he's relying on that Fighter being between him and the enemy...
Still, no one really used it however, because it was better to have the enemy dead than have them silenced.
If one action can either silence or kill him, how is he getting the spell off, again?
I remember one battle in particular where a Wizard thought he was so awesome. He cast a spell which had a huge area of effect which did something like 1d6 points of damage to enemies while in it. Then cast another spell which caused people to trip and fall if they moved more than 10 feet during their turn and had to roll balance checks to get up. But since it had that effect on everyone, he asked none of the other PCs to enter it. We fought a couple of more enemies while we waiting for them to leave the AOE, but eventually, they were the only ones left and he insisted we don't engage them and just let them die.
The DM was getting super frustrated because each round he was accomplishing nothing. He rolled to see which ones got up that turn, most of which failed and marked down 3 points of damage amongst 50 or so hitpoints. The problem is, he couldn't just skip to the end of the encounter because it was obvious that they were going to eventually reach the edge of the AOE with enough health to at least get one or two good hits in before they died. It was just a matter of how fast they got there, which order they arrived in, etc.
So, the wizard gets to shine in one encounter. Doesn't sound like the end of the world. And I fail to see what prevents the GM saying "Well, a few of them creep to the edge of the effect, but they are quickly dispatched by the warriors, so they are defeated". Done - wizard got his moment to shine, and we carry on to the next encounter. There is no rule I am aware of that each encounter must be played out to the very last hp, whether the group wants to or not. Perhaps you can cite the page reference for me.
All I can say is that the average Wizard holds a dagger/staff in one hand and nothing in the other in our games. If they needed a wand, they'd draw one as a minor action. No big deal. You keep the weapon in your hand just in case you need to make AOOs. You may not have the best chance to hit but if you only have a 50% chance of stopping a grapple, it's better than nothing as one grapple pretty much removes your character from the game.
So it's not worth trying to grapple the wizard because a 50% chance of removing him from the game isn't worth the risk, but his spell that has a 50% chance of removing you from the game is worth the effort? I'm betting that Wizard does not have Combat Reflexes, so I'll bring a friend and chance that staff/dagger strike, thanks. Or spend a feat on Improved Grapple.
Sure. Though that's not likely the point. It's likely that one of them either runs faster than one of the PCs or one of them has a bow or casts spells to shoot at the PCs. Then the retreat doesn't last until civilization. It lasts until 200 feet away from the cave entrance when the last of the PCs dies to bow fire.
So once again, virtually none of the enemies have spellcasters until we decide to flee, and none of them can use their bows to fire on the wizard while the fighter keeps maneuvering to prevent him being charged.
Ugh, this is why I stopped playing 3.5e. Because I hate building NPCs. When I build 7th level PCs, I don't even choose half their feats. Or at least I'll just pick the absolute most obvious ones. These are fighters. I likely took Weapon Focus, Weapon Spec, Combat Reflexes, Dodge for the Orcs.
I don't often pay any attention to what spells and feats my players have. My opinion is that monsters don't change simply because the PCs took a particular feat or spell. I don't build monsters to defeat them. Could I build monsters specifically for defeating Wizards? Sure. Do I want to? No. Do I think it should be necessary to target one class above all others? Nope.
Why not just run an all-fighters game, then? I've never had to target the wizards, but I've also never had them overpower the game. Sounds to me like a case of "I never play spellcasters, so I dn't know how to run them or how to deal with them, and I never use spellcasting enemies when I GM because, again, I don't know how to run them effectively."
I'm not pulling out specific spell examples. The specifics simply don't matter. It's the concept that does. I can tell you that not one wizard in our games at level 7 has less than 23 Int. Starting with 20 Int, putting the point for 4 in and having a +2 int item(or even a +4 int item by that point) is likely. They also likely have spell focus. Anyone who started at only an 18 Int is laughed at for being underpowered.
And I suspect you also don't bother with encumbrance (which causes issues for those low STR wizards on occasion). A 20 starting stat means acccepting weaknesses in other areas, in my experience (did it for a 1/2 orc fighter a while back, though - he didnt have a lot of skill points and wasn't useful for interaction).
Yep, stoneskin cost money. Some of our DMs enforced it. Either way, it was 10 gp or something and in most of our campaigns, that's what we picked up from the chump change of the average encounter.
I recall a higher cost. 3.5 is 250 gp, has a duration of 10 min/level and provides DR 10 that absorbs 150 hp max. Prior editions, IIRC, ignored 1 attack (and the spell was ignored), then went to 1 attack/level (so it got a lot more play).
As for casting times, the casting time of a spell was equal to its level. If I remember correctly, a Longsword had a speed factor of 4 or 5. Basically, every spell that was less than 4th level was faster than the average weapon. And that required that the enemy be close enough to swing their weapon on you during their turn. If I remember correctly, moving added to your initiative.
From dim memory, there was some variance to casting times, but 1/level was a norm. I don't recall any rules about movement interacting with initiative, but I recall adding some.
Yeah. Though pinned characters were not helpless and therefore couldn't be tied up. Pinned only lasted a round. It wasn't really fair to the enemies to allow one pin to defeat them. Though, if their grapple check was bad enough, it's certainly possible they'll never escape.
3.5 srd said:When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.
No verbal components, no somatic components (from being grappled) and no material components that weren't in your hand (from being grappled you can retrieve one with a full round action, though). At -4. And if you're pinned, I can attempt to disarm you of your component pouch, although you do get +4 to resist. Yet grappling a wizard is useless...well, at least you can attack with that dagger.
It doesn't. Kill might be the wrong word. "Fight a combat" might be a better one. The point is that it's a battle scene and Polymorph is less a battle spell and more an interesting utility spell. I'd like spells like this to be changed to longer casting times so that the idea of Wizards turning people into other things remains but it being used as the answer to a combat situation goes away.
Diplomacy shouldn't work against people who don't want to talk to you. It isn't magic. No matter what you say, orcs aren't going to stop hurting you because you yell out some words.
Let me parse that through...OK..."Mundane skills, even at extreme levels, should not be able to accomplish things low level magic can accomplish." Why not? Exceptional fast talkers in movies and books seem quite able to defuse combat situations.
I understand the rules explicitly allowed changing attitudes in combat. It was the butt of many a joke because of it. I once played a character explicitly to show how stupid this was. When you can make a DC 40 on a 1 on the die you can make the DC 25 to turn a hostile creature indifferent without rolling. If you roll high enough, you can make them friendly.
Though, that didn't stop nearly EVERY DM I played under with that character from saying "What? Show me where in the rules it says that! Really? It says that...that's stupid. I didn't think you could force creatures who are valiantly trying to kill you to stop simply because you said 'Stop! Please!' Wait, I'm allowed to apply circumstance modifiers to your roll, right? They aren't just hostile, they are extremely hostile. You get -20 to your roll."
If you have +39 to your diplomacy roll, you should be able to accomplish some pretty potent things. What I see from the above is a conscious decision to nerf non-magical abilities. So why is it surprising magic seems overpowering, then? The decision to deny non-magical effects any real impact just might have something to do with that result...
I was in agreement with them really, I shouldn't be able to force an NPC to do what I want, no matter what I roll. I can influence them as long as it's reasonable and in the right setting. But yelling out something in 6 seconds that makes enemies stop attacking you is unlikely at best.
"If you don't kill me, you don't have to go back"
"Spare me and I'll lead you to my pot of gold"
"My brothers are muc plumper and juicier than I"
If someone has a +39 Fast Talk or Diplomacy roll, I'm guessing they can come up with means to get the target's attention a lot quicker and more effectively than I can!