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Spells that are annoying to DMs
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<blockquote data-quote="Lord Zardoz" data-source="post: 3377301" data-attributes="member: 704"><p>I have managed to have very few problems with spell casters, mostly as a result of having few players choose to play them, and having had the misfortune of having my games come to a crashing halt due to Real Life Crap.</p><p></p><p>At the moment, the most potentially vexing spell for me is Hold Person. When it manages to work, it pretty much results in the death of any opponent that has a sub par Will save. And at the lower levels I am running right now, thats most opponents.</p><p></p><p>I think that I can quantify what aspects of the listed spells annoy / vex those who have posted.</p><p></p><p>1) Detect / Divination: They tend to invalidate or make too easy information gathering. Most likely to derail games that is dependent on the players learning a Terrible Secret at a specific time. They also ruin the DM's sense of verisimilitude.</p><p></p><p>2) Stat Killers: Dm's and Players hate spells that force unexpected recalcuations. They also scale better than direct damage spells. 2d6 Str damage always sucks, while 2d6 HP damage is not such a big deal later on.</p><p></p><p>4) Unusual Rules: This covers Evards Black Tentacles, as well as illusion spells.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3377301, member: 704"] I have managed to have very few problems with spell casters, mostly as a result of having few players choose to play them, and having had the misfortune of having my games come to a crashing halt due to Real Life Crap. At the moment, the most potentially vexing spell for me is Hold Person. When it manages to work, it pretty much results in the death of any opponent that has a sub par Will save. And at the lower levels I am running right now, thats most opponents. I think that I can quantify what aspects of the listed spells annoy / vex those who have posted. 1) Detect / Divination: They tend to invalidate or make too easy information gathering. Most likely to derail games that is dependent on the players learning a Terrible Secret at a specific time. They also ruin the DM's sense of verisimilitude. 2) Stat Killers: Dm's and Players hate spells that force unexpected recalcuations. They also scale better than direct damage spells. 2d6 Str damage always sucks, while 2d6 HP damage is not such a big deal later on. 4) Unusual Rules: This covers Evards Black Tentacles, as well as illusion spells. END COMMUNICATION [/QUOTE]
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