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What D&D cliches are you sick of?

shadow

First Post
We all love D&D (we wouldn't be posting here if we didn't), but let's face it- there are some things about the game that we really don't like.
For me:

1. Everyone speaks the same language: I understand this for game reasons. However, it seems very silly to me that EVERYONE in the whole world speak common by default. I can understand a trade language, but the idea of a universal speech that even peasants in isolated communities speak is just absurd.

2. The prevalence of "raise dead spells": Any mid-to-high level cleric can raise the dead. Again, this makes sense from a game perspective, but this really puts a cramp in the internal consistency of most campaign worlds. Why should anyone fear death if they can just be raised later? Although the family of Joe Peasant couldn't afford to have him raised, kings and people in power have little to fear of death creating a powerful dynasty. Assassinations become much harder (since the person can just be raised as long as the body is intact).

3. High prevalence of magic, but no application of it: Although most D&D worlds feature absurd amounts of magic, most people still live in a psuedo-medieval society. If magic was as prevalent as it is in most D&D campaigns, I can imagine wizards getting together and applying it to society. Many people hate the idea of "magic as technology" paradigm, but if even the smallest hamlet has at least a couple of spell casters, why is all D&D magic seem to be centered around adventuring.

4. The default polytheistic assumption: I have nothing against the standard D&D polytheistic pantheon, but it seems to be getting a little cliched. What about different religious systems, such as pantheism (everything is part of the universal spirit), animism (worship of nature spirits), and even monotheism? One of the main problems of most D&D pantheons is that they seem so contrived. All the gods of the pantheons deal with adventuring and kicking-butt. We have war gods, death gods, fire gods, and nature gods for druids, but we usually don't have gods of fertility, or gods of the home which existed in many classical myths.

Any others?
 

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5. Encumberance. "What encumberance? I'm not carrying too much... oh... well, wait... I suppose I am...but I can't get rid of the wand of prestidigitation...and this old buckler would be of use if I can't carry a shield for some reason..."

6. Rations. There are always clerics now that can whip up meals for everyone out of thin air. Your village is starving? No prob, I'll just pray for some food tomorrow. Long distance travel (if still done without magic) becomes much less lethal when you don't have to worry about water or food.

7. Horses. They are in most campaign worlds, but for some reason no one ever specializes in using them too much. Players will sink points into Craft(basketweaving) before maxing out Ride. And the horses conveniently disappear when entering a cave, dungeon, walking through a city, wherever.

8. Diseases. What happened to them? No one gets sick with the flu anymore? I suppose not when there are a pile of clerics at the 12 local churches to heal you up.

9. Healing. No one is maimed, dying or otherwise in bad shape. Uber-clerics must have come along and tagged everyone with a healing spell whenever they sprain an ankle.

10. Magic shops. In a 'low-magic' campaign why would there be any? Guys just hanging around waiting for you to trade in your sword +1 and a pile of gold so you can buy the sword +2? Ugh.

Sorry, I'll stop here for now before it really seems like I have issues that need therapy.
 

666) Gamers whining on message boards in various extremes about stuff they hate. Can we all just game in FUN for once? :p
 



These seem more like complaints than cliches.

Here's some cliches....

Campaigns that start with everybody sitting around a tavern table.

Adventurers being hired to deal with a monster menace.

Every rogue is a pickpocketing treasure hoarding scumbag.

Haflings played like kender.

Avariacious dwarves

Flighty elves

Boorish hostile half orcs

Tinkering/inventing gnomes...

THOSE are the cliches
 

MarauderX said:
6. Rations. There are always clerics now that can whip up meals for everyone out of thin air. Your village is starving? No prob, I'll just pray for some food tomorrow. Long distance travel (if still done without magic) becomes much less lethal when you don't have to worry about water or food.

Slight hijack:

I've been thinking about this one issue lately and I think that changing the create water and create food and water spells to a higher level might be appropriate.

/hijack
 

Actually the magic angle amuses me most.

Consider magic -- here is the vast, all-encompassing power, yet 80% of the spells are for combat. And there is almost no magic devouted to increasing crops, making childbirth easier, and the like.

I think most commoners would fear wizards ;)

But for true cliches, we have to go with the old standby: "So, you walk into this tavern..."
 

Wombat said:
Actually the magic angle amuses me most.

Consider magic -- here is the vast, all-encompassing power, yet 80% of the spells are for combat. And there is almost no magic devouted to increasing crops, making childbirth easier, and the like.

I think most commoners would fear wizards ;)

But for true cliches, we have to go with the old standby: "So, you walk into this tavern..."


I was thinking the other day about spells I would like, if they existed in the real world.

Locate Object was WAY high on my list.
Mending is up there. So is Light and continual light.
Enchanting Flavor, Heigene, Contact, and Sense Thoughts, all 0-level spells from Arcana Unearthed, would be on the list.
 

Wombat said:
Actually the magic angle amuses me most.

Consider magic -- here is the vast, all-encompassing power, yet 80% of the spells are for combat. And there is almost no magic devouted to increasing crops, making childbirth easier, and the like.

I think most commoners would fear wizards ;)

Actually, there is a spell for improving crops: Plant Growth.
 

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