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problem spells in 3.5
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<blockquote data-quote="dwayne" data-source="post: 6291355" data-attributes="member: 25437"><p>First having read through most of this, it as if the GM is hurt because the player using magic out smarted him. Get over your self GM, the players are in the game to have fun and your job is to provide that. If their having an easy time because of spell use then take it in consideration when making the adventures or encounters. I my self being a gm for over 30 years I have had my bit of issues with spells and have turned each one to an advantage more than once. If you keep going the rout you guys are then just going to eliminate spells altogether and run a non magic game and rely on skills. Now if you go that rout then the players will start to build skill monkeys with feats and points ok then eliminate feats, ok then they will just max out skill points with high lintel, ok eliminate ability points..ect... rinse and repeat. You see where I am going here, the issues you are running into is you are allowing unchecked introduction of spells, feats or what have you and not taking the ramifications of those in the game in concentration. For example "detect evil" only detects evil if someone has evil intent at the time, where as "detect alignment" does let you know someones is evil. If they are not acting evil and you kill them just because the spell told you they were with no proof then the law of the land might deal with you as a criminal for murder of a noted respectable person "who may do evil acts unseen by those close to him". This is just one of may example I can give for any spell and how to turn it into a role play opportunity or adventure idea, in the end the game is only limited by you imagination and some that have submitted comments here are sorely lacking. The rules are a guide and are to help the GM make judgement calls on the unforeseen many of these cases could have been handled with just a little foresight and preparation. </p><p></p><p>This is what a GM does</p></blockquote><p></p>
[QUOTE="dwayne, post: 6291355, member: 25437"] First having read through most of this, it as if the GM is hurt because the player using magic out smarted him. Get over your self GM, the players are in the game to have fun and your job is to provide that. If their having an easy time because of spell use then take it in consideration when making the adventures or encounters. I my self being a gm for over 30 years I have had my bit of issues with spells and have turned each one to an advantage more than once. If you keep going the rout you guys are then just going to eliminate spells altogether and run a non magic game and rely on skills. Now if you go that rout then the players will start to build skill monkeys with feats and points ok then eliminate feats, ok then they will just max out skill points with high lintel, ok eliminate ability points..ect... rinse and repeat. You see where I am going here, the issues you are running into is you are allowing unchecked introduction of spells, feats or what have you and not taking the ramifications of those in the game in concentration. For example "detect evil" only detects evil if someone has evil intent at the time, where as "detect alignment" does let you know someones is evil. If they are not acting evil and you kill them just because the spell told you they were with no proof then the law of the land might deal with you as a criminal for murder of a noted respectable person "who may do evil acts unseen by those close to him". This is just one of may example I can give for any spell and how to turn it into a role play opportunity or adventure idea, in the end the game is only limited by you imagination and some that have submitted comments here are sorely lacking. The rules are a guide and are to help the GM make judgement calls on the unforeseen many of these cases could have been handled with just a little foresight and preparation. This is what a GM does [/QUOTE]
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