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Spellcasting Sacred Cows
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<blockquote data-quote="steeldragons" data-source="post: 5788449" data-attributes="member: 92511"><p>Not necessarily. I, personally, never had a spellcaster stocked up with Rope tricks. And if they had memorized it, they more than likely used it to evade a certain combat moreso than hide the whole party. But then, Rope Trick is a relatively rare spell in my games.</p><p></p><p>But I could certainly see (and have read the story hours) where this is "standard procedure." And...ya know...bully for those groups. Thinking outside the box (or maybe "inside the rope trick" as the case maybe. haha) and foiling the DM's planned Wandering monsters. Nothing in the game/rules says players shouldn't try to survive! Nor should DMs try to keep PCs from doing so!</p><p></p><p></p><p></p><p>Well then, there's that. haha. That is your experience. It does not match mine. I am happy to say. </p><p></p><p>Sounds to me that that is the DM's responsibility then. To limit the "failsafes" in "makes sense" game terms...or to think outside of HIS box without imposing on the players' justifiable tactics. To just place "anti-magic rods" everywhere or have every foe suddenly be an adept magic-user shows, to my humble opinion, distinctly limited thinking on the DM's part.</p><p></p><p>Up the number of foes. Up the number of encounters. Up the number of traps or environmental issues that might deplete a party's resources. The mage will run out of spells sooner or later.</p><p></p><p>Fine, let them sleep in a Rope Trick (you [the DM] were foolish enough to give it to them in the first place). But how much fun is "Ok, we're in this space of white for the next 8 hours....again....great." It will get old and/or, after a time, the party will increase in power to try new tactics.</p><p></p><p>The fault of a "faulty" or unimaginative DM is not the fault of the system nor requires "rules" to say/dictate otherwise.</p><p></p><p>Cheers and happy gaming.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5788449, member: 92511"] Not necessarily. I, personally, never had a spellcaster stocked up with Rope tricks. And if they had memorized it, they more than likely used it to evade a certain combat moreso than hide the whole party. But then, Rope Trick is a relatively rare spell in my games. But I could certainly see (and have read the story hours) where this is "standard procedure." And...ya know...bully for those groups. Thinking outside the box (or maybe "inside the rope trick" as the case maybe. haha) and foiling the DM's planned Wandering monsters. Nothing in the game/rules says players shouldn't try to survive! Nor should DMs try to keep PCs from doing so! Well then, there's that. haha. That is your experience. It does not match mine. I am happy to say. Sounds to me that that is the DM's responsibility then. To limit the "failsafes" in "makes sense" game terms...or to think outside of HIS box without imposing on the players' justifiable tactics. To just place "anti-magic rods" everywhere or have every foe suddenly be an adept magic-user shows, to my humble opinion, distinctly limited thinking on the DM's part. Up the number of foes. Up the number of encounters. Up the number of traps or environmental issues that might deplete a party's resources. The mage will run out of spells sooner or later. Fine, let them sleep in a Rope Trick (you [the DM] were foolish enough to give it to them in the first place). But how much fun is "Ok, we're in this space of white for the next 8 hours....again....great." It will get old and/or, after a time, the party will increase in power to try new tactics. The fault of a "faulty" or unimaginative DM is not the fault of the system nor requires "rules" to say/dictate otherwise. Cheers and happy gaming. --SD [/QUOTE]
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