PC's always ruining your adventures with magic?

Are PC's ruining a well planned adventure by relying to heavily on spells?

  • Yes

    Votes: 22 21.0%
  • No

    Votes: 48 45.7%
  • The group use both skills and spells equally to complete missions

    Votes: 35 33.3%

Well...I think....

Hiya Grishnak,

I have read every post on this thread and some of them twice. Good Thread by the way. From what other posters have said, your replys and from my own experience playing DnD with you and the group in question. I would have to say that IMHO you are going to be more comfortable(and maybe happier DM'ing) running a campaign based on Low Magic....similar to the Old Warhammer Fantasy RPG or others like Palladium or Old style Middle Earth(not the new d20 version). Face it dude, DnD is by comparison to these other systems a very different game with lots of magic in it, most of the time and it is very hard to run or adjudicate if that is not your "Flavor", "Style", "Interest" etc...The last comment on your last post was directed at the post by "Jenale" and while everyone here is free to voice opinions and suggestions etc...I think that you missed the point he was tring to make (excuse me it may have been a she....sorry if it was). He was tring IMHO, to explain that DnD is all about rules and guidlines and sometimes the DM has to face the possibility of being outsmarted or surprised by PC actions or spell usage. I know that you were refering to just one incident in your first post and fair enough you DM'ed as you saw fit and that's fine at the time but overall that does not equate to a regular occurence, nor would it be fair to the PC's to rule out certain spell usage, just because you don't happen to like that way of solving problems. Maybe PC's come to the game expecting to use fantastic abilites that they can only dream about and do not want to bother too much with the mundane usage of Grey Matter that they have to use in every day life. Think about it, when our DM has been thwarted by "spells" he has normally taken it on the chin and bounced back with another encounter or has allowed the spell to work in a way that the PC's did not expect. Or, has "anticipated" the spell being used in the first place and has had a contingency plan already thought out, that in itself is part and parcel of DM'ing. Adaptability and Flexibility. As the other posters say, it is the fully prepared and well designed campaign that can withstand a "mistake" or "new idea" or "clever use of spell and yes, dare we say...abilities and skills". So maybe if you are not happy with this concept then you should consider running a low magic campaign and have everyone as Warrior types or Rogues with the Mages and Clerics acting as NPC support or dreaded enemies. It takes all sorts to run a campaign and the one thing I have learnt the most from our own DM with his vast amounts of experience is "Patience...never ending Patience with PC abilites, spells and skills along with good and fair judgement" I have DM'ed 3 types of campaigns using 3 different systems and by far the Hardest to DM is in fact DnD and with the 3rd edition it does make it even harder with it's more complex and defined rules but remember it is all about rules and the more complex game you have then the more rules and potential problems you will come accross. Somtimes go with the flow and see what the PC's can cope with, then give them something that they least expected as a consequence of their actions. DM'ing should never be a chore nor a battle of wits between you and the other players as then it gets too confrontational. It should be a simbiotic relationship between PC's and DM working together to just simply have a good time, no matter how that good time was accomplished. And if you feel you have to alter your campign to feel more comfortable with rules or magic in general then fair enough, but too generalise too much about spell use effecting your adventures etc...can be a little unfair a statement to make and try an be a little more open to comments and suggestions by your players, you may be pleasently surprised, and as I said in my last post I have always enjoyed every adventure I DM'ed even if the players did get away with murder, so to speak, as if you recall my last post, my enjoyment comes from other people enjoying what I have produced as an adventure not just the way they have solved it or went thru it, and not because they solved the puzzle the way I intended etc...It does not really matter to me as long as they enjoyed it. So hope this clarifys my own posted reply and maybe lets you see a different take on the other replys you received. see ya soon buddy....ZAL
:D :D :D
 
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Hmm, I hate to tell you this but the huge body of rules (read: spells) has little to no impact on characters taking innovative approaches to problems and turning them to their advantage. It's fundamental to *all* RPGs.

I think you've missed my point here. Rules don't affect the level of innovation -- they affect the level of DM discretion that can be applied to the execution of plans. A DM's discretion in interpreting the effects of an action are what is constrained by a large volume of rules (and no, I don't just mean spells).
 

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