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What Spells give the DM the most headache...
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<blockquote data-quote="Felon" data-source="post: 1436899" data-attributes="member: 8158"><p>The comment regarding overwhelmed DM's wasn't self-referential. But I've certainly been witness to it. The DM's trying to focus on storytelling and dramatic characterization--i.e. the things he enjoys--he's just not as much of a rules expert as other players. It happens all the time.</p><p></p><p></p><p></p><p>I'm not really concerned with assigning blame myself, as it's a rather pointless exercise. Rather, now and then I feel compelled to respond to remarks to the effect that "it doesn't how problematic or poorly-designed an aspect of the game, it is <em>always</em> the DM's fault for not spotting the potential problem from 1000 miles away and dealing with it perfectly". In other words, it's the DM's fault for not meeting some lofty ideal what constitutes a "good" DM. </p><p></p><p>That stance is not only irrational, but it's counter-productive. The attitude that DMing is some sport of the elected, and that all those inadequate, imperfect people that aren't worthy to be DM's should resign from their posts essentially amounts to far fewer people playing D&D, and that's not good for anybody.</p><p></p><p>Forget blame, let's talk responsibility. It is much more rational to acknowledge the game designers have some responsibility for making sure that DM'ing D&D isn't made insanely difficult or just flat-out boring by spells, magic items, etc. that suck the challenge out of the game, and many high-level effects do just that. </p><p></p><p></p><p></p><p>Granted, characters should improve, but I'm not seeing why things have to be as over-the-top as they currently are. For instance, I have yet to hear anyone explain why should Climb, Jump, Swim, Survival, Sense Motive, or Gather Information checks become displaced by magical modes of travel and information gathering? That doesn't make a player who spent skill ranks on them feel more powerful. There is no reason that aspects of fantasy such as arduous treks and mystery investigation--basically anything other than combat--should be made so easy that they're virtually obsolete concepts. True, there are a few ways to preserve those aspects at high levels, but for the most part involve utilizing abjuration-type magic, not resourcefulness. That makes them predictable and lame. And I haven't even gotten into how resurrection spells diminish challenge. Should I really have to?</p><p></p><p>Do you have the epic-level handbook? If so, check out their little mini-adventures that were designed to show off the awe and wonder of epic-level play. They basically boil down to casting a series of spells to quickly gather all of the vital info and whisk the players from one fight to another. Dull stuff.</p></blockquote><p></p>
[QUOTE="Felon, post: 1436899, member: 8158"] The comment regarding overwhelmed DM's wasn't self-referential. But I've certainly been witness to it. The DM's trying to focus on storytelling and dramatic characterization--i.e. the things he enjoys--he's just not as much of a rules expert as other players. It happens all the time. I'm not really concerned with assigning blame myself, as it's a rather pointless exercise. Rather, now and then I feel compelled to respond to remarks to the effect that "it doesn't how problematic or poorly-designed an aspect of the game, it is [I]always[/I] the DM's fault for not spotting the potential problem from 1000 miles away and dealing with it perfectly". In other words, it's the DM's fault for not meeting some lofty ideal what constitutes a "good" DM. That stance is not only irrational, but it's counter-productive. The attitude that DMing is some sport of the elected, and that all those inadequate, imperfect people that aren't worthy to be DM's should resign from their posts essentially amounts to far fewer people playing D&D, and that's not good for anybody. Forget blame, let's talk responsibility. It is much more rational to acknowledge the game designers have some responsibility for making sure that DM'ing D&D isn't made insanely difficult or just flat-out boring by spells, magic items, etc. that suck the challenge out of the game, and many high-level effects do just that. Granted, characters should improve, but I'm not seeing why things have to be as over-the-top as they currently are. For instance, I have yet to hear anyone explain why should Climb, Jump, Swim, Survival, Sense Motive, or Gather Information checks become displaced by magical modes of travel and information gathering? That doesn't make a player who spent skill ranks on them feel more powerful. There is no reason that aspects of fantasy such as arduous treks and mystery investigation--basically anything other than combat--should be made so easy that they're virtually obsolete concepts. True, there are a few ways to preserve those aspects at high levels, but for the most part involve utilizing abjuration-type magic, not resourcefulness. That makes them predictable and lame. And I haven't even gotten into how resurrection spells diminish challenge. Should I really have to? Do you have the epic-level handbook? If so, check out their little mini-adventures that were designed to show off the awe and wonder of epic-level play. They basically boil down to casting a series of spells to quickly gather all of the vital info and whisk the players from one fight to another. Dull stuff. [/QUOTE]
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