Spell Detente'

WizarDru

Adventurer
I'm curious if any other games have experienced what I call "Spell Detente'". It was inadvertant, on my part as DM, at first. Over time, it became an overt choice, and to some degree remains. What is it?

I define Spell Detente' as the intentional withholding of the use of certain spells that are available, but are not used, either by overt gentleman's agreement or by anticipation of negative long-term effects on a campaign.

To wit: in my game, my players avoided using Deafness/Blindness early on, to prevent my taking notice of it, and thereby using it against them [i.e. I was aware of it, tangentially, but never really read the spell]. They admitted this when I finally did pull it out of the box in our RtToEE game.

The biggie in this category is Mordankanien's Disjunction, or the Mutually Assured Destruction spell....in that it can result in really angry players. The same can be said of Time Stop, and a few other spells.

Now, this isn't to say that these spells won't be cast, but generally they are avoided, for fear of their use spinning out of control. Their frequency is probably more dramatically reduced due to this. My question, then, is whether or not this is unique to my game or not.

Understand that I'm not asking if the DM has restricted use of the spells, because I'm not. This is whether or nor certain spells are availble, but never or rarely used because of the expectation that their use could come to dominate play, (simlar to the B-S-T theory of play that some groups face).
 

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WizarDru said:
The biggie in this category is Mordankanien's Disjunction, or the Mutually Assured Destruction spell....in that it can result in really angry players. The same can be said of Time Stop, and a few other spells.

No matter how many times I read it, I just can't conceive of playing D&D with anyone who gets really, truly angry when something unfortunate happens to their character. People like that are asked to leave and not invited back.

"Sometimes you eat the bear, and sometimes the bear eats you."

So we haven't had any detente, but 3.5 is sure to bring some rollback where haste is concerned!
 

Not in MY group. Those guys will take any conceivable oppurtunity to do the most devestating amount of damage possible. All except one who has a tendency to make his characters weaker in the name of Role-play.
 

Moe Ronalds said:
All except one who has a tendency to make his characters weaker in the name of Role-play.

Heh. I've got one of those too. He called me yesterday, agonizing over whether he should take Improved Critical. He was convinced that taking the feat would make him a min/maxer. ;)
 

I think the ones that we do not use are below. Teleport because it destroys the fun of getting there and time stop because it TPK'd a group of 24th level characters. They use..I use it. <grin>

Teleport
Time stop
 


Re: Re: Spell Detente'

The_Gneech said:


Lingo check: B-S-T theory?

Buff-scry-teleport. You know, buff yourself to the gills, scry on the bad guy to find out where he is, then teleport your group on top of him.

Personally, I'm hoping never to have to use improved invis.
 
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I don't think I understand why you would do that, WizarDru.
:confused:

If I consider a spell more trouble that it's worth for a certain world, it just doesn't exist, or is modified to fit better, in that specific campaign world (and maybe others, as the case may be).
Otherwise, it's available and NPCs might use it. And if the PCs choose not to use a spell they have access to, that's their choice...

*shrug* If it's causing problems, fix it or eliminate it. If not, let it be used.

An IC detente can be very cool, though:
"We might be at war, but we all are still civilized beings, so we will not use spells of 'massive' destruction. But if you use fire spells in our sacred elven woods, devastating them for generations to come we will do the same to your cities!"
 
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BelenUmeria said:
I think the ones that we do not use are below. Teleport because it destroys the fun of getting there and time stop because it TPK'd a group of 24th level characters. They use..I use it. <grin>

Teleport
Time stop

I love Teleport :) There have been so many side adventures caused by the Diviner who just can't seem to roll a successful teleport roll (usually Thematically Similar or just Off Target), once he rolled a complete miss and ended up scrambling the PCs a bit. I have thus banned Teleport without Error from HIS spell list.

I have not banned any spells in my campaign really, but most of the really overly powerful or just plain bad for everyone spells have been taken down a notch. For example, Disjunction is not a permanent effect, the magic returns to the items after 1 day per level. You have the option of destroying a single item permanently but it takes longer (2 minute casting time vs. 1 action). This way I can sling the spell around and the party is not worried about retaliating with it.
 

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