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need help with permanent detect magic
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<blockquote data-quote="SnowHeart" data-source="post: 4656532" data-attributes="member: 82099"><p>As for the first two, it obviously depends on what your concept of the game should be like. I do not punish my players for building effective characters, but I do try to dissuade them from bending (and abusing) the rules. I'm very comfortable with modifying the RAW if I feel they are being used to break either the balance or theme of the game. I'm less eager to toss them out, but I will if necessary.</p><p> </p><p>I don't think this is metagaming, not by the definition anyway, but I do think it's powergaming (using the RAW to give your character the maximum advantage in combat or solving puzzles without consideration as to role-playing opportunities). Others call this building an effective character. (Interesting how PC words infiltrate even into gaming.) There is nothing intrinsicly wrong with that, but some people don't like it. I'm one of them and it sounds like the OP is another. Like I said, I don't believe in wantonly punishing players for this or just randomly tossing out a rule because a player did something creative that makes me think harder (that's a GOOD thing, not a bad thing). But I also think when a player starts twisting the RAW to game the system rather than play the game, the DM is entitled to start using the the player's own tricks against him in creative (and fun) ways. You got detect magic on permenantly? Great... You just got dazzled when you went into the wizard's tower.</p><p> </p><p>Similarly, what constitutes "cheesy" is in the eye of the beholder. I think it's cheesy b/c it takes a lot of the fun and surprise out of exploring a dungeon. As a cast in point, there is a dragonfire adept in my group who can cast Detect Magic at will and, effectively, Identify Item as well. As a consequence, there is no surprise or mystery when they find new magic items -- no experimenting with their functions. That takes away part of the experience to me. JMO. Other people who see this more of a game of dice, rules and an interplay of cause and effect rather than story-telling and adventure don't think it's cheesy. Perfectly valid opinion as well. There's room for disagreement.</p><p> </p><p>Despite the disagreement, I actually think a lot of your suggestions about the traps were inspired and a way for a creative DM to deal with this in the context of a dungeon crawl.</p></blockquote><p></p>
[QUOTE="SnowHeart, post: 4656532, member: 82099"] As for the first two, it obviously depends on what your concept of the game should be like. I do not punish my players for building effective characters, but I do try to dissuade them from bending (and abusing) the rules. I'm very comfortable with modifying the RAW if I feel they are being used to break either the balance or theme of the game. I'm less eager to toss them out, but I will if necessary. I don't think this is metagaming, not by the definition anyway, but I do think it's powergaming (using the RAW to give your character the maximum advantage in combat or solving puzzles without consideration as to role-playing opportunities). Others call this building an effective character. (Interesting how PC words infiltrate even into gaming.) There is nothing intrinsicly wrong with that, but some people don't like it. I'm one of them and it sounds like the OP is another. Like I said, I don't believe in wantonly punishing players for this or just randomly tossing out a rule because a player did something creative that makes me think harder (that's a GOOD thing, not a bad thing). But I also think when a player starts twisting the RAW to game the system rather than play the game, the DM is entitled to start using the the player's own tricks against him in creative (and fun) ways. You got detect magic on permenantly? Great... You just got dazzled when you went into the wizard's tower. Similarly, what constitutes "cheesy" is in the eye of the beholder. I think it's cheesy b/c it takes a lot of the fun and surprise out of exploring a dungeon. As a cast in point, there is a dragonfire adept in my group who can cast Detect Magic at will and, effectively, Identify Item as well. As a consequence, there is no surprise or mystery when they find new magic items -- no experimenting with their functions. That takes away part of the experience to me. JMO. Other people who see this more of a game of dice, rules and an interplay of cause and effect rather than story-telling and adventure don't think it's cheesy. Perfectly valid opinion as well. There's room for disagreement. Despite the disagreement, I actually think a lot of your suggestions about the traps were inspired and a way for a creative DM to deal with this in the context of a dungeon crawl. [/QUOTE]
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