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<blockquote data-quote="Saeviomagy" data-source="post: 6883353" data-attributes="member: 5890"><p>Talk to him. He's going to unreasonable lengths to make stealth useless, then going to unreasonable lengths to make magic useless. Point out to him that his purpose at the table is to produce a world that is enjoyable to play in, and arbitrating that stealth doesn't work in situations where it's perfectly reasonable for it to work is not doing that. As is adding countermeasures like antimagic fields to low level games without substantial warning.</p><p></p><p>I've seen you post before, and it sounded like your DM had a specific solution in mind and was kiboshing anything that didn't stick to it. Point out to him that D&D is not a game where it makes sense to retry a scenario until you find the solution, and therefore the DM has to accept solutions that deviate from what he had in mind, and also build scenarios that have information the PCs can use. If your gate is guarded by a permanent anti magic field with an on off switch, that's pretty much a legendary beyond-9th-level spell, tons of people will know it's there (because their minor magic effects stopped when they went near the gate, or because they've tried to sneak through etc), and wizards across the realm will probably want to study it.</p><p></p><p>You also might want to point out that gaining a skill proficiency requires at least 250 days of 8-hour a day practise. I daresay that at least one person in your group has successfully hidden from someone while still being able to see them. I doubt they had 2000 hours of stealth training to do so.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6883353, member: 5890"] Talk to him. He's going to unreasonable lengths to make stealth useless, then going to unreasonable lengths to make magic useless. Point out to him that his purpose at the table is to produce a world that is enjoyable to play in, and arbitrating that stealth doesn't work in situations where it's perfectly reasonable for it to work is not doing that. As is adding countermeasures like antimagic fields to low level games without substantial warning. I've seen you post before, and it sounded like your DM had a specific solution in mind and was kiboshing anything that didn't stick to it. Point out to him that D&D is not a game where it makes sense to retry a scenario until you find the solution, and therefore the DM has to accept solutions that deviate from what he had in mind, and also build scenarios that have information the PCs can use. If your gate is guarded by a permanent anti magic field with an on off switch, that's pretty much a legendary beyond-9th-level spell, tons of people will know it's there (because their minor magic effects stopped when they went near the gate, or because they've tried to sneak through etc), and wizards across the realm will probably want to study it. You also might want to point out that gaining a skill proficiency requires at least 250 days of 8-hour a day practise. I daresay that at least one person in your group has successfully hidden from someone while still being able to see them. I doubt they had 2000 hours of stealth training to do so. [/QUOTE]
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