How much does it bother you when an adventure designer makes up his own rules, that don't necessarily have anything to do with the RAW? We're running into a lot of this in our current campaign, and it's really driving me nuts.
For example, last night we ran into an area that is cold enough to do environmental damage. Of course the first thing we did was cast mass resist energy against cold. However, according to the module, it's so cold here that no protective spell of any kind works. It's a special kind of cold that does automatic, unresistable damage. The only thing that protects are a specific kind of robe that we found-- nonmagical ones, just to increase the nonsense factor.
Another one I've seen a lot, in this and other adventures, is the absolutely impenetrable magical darkness where no light source of any kind works. It's special darkness, you can't light it no matter what, so there. (Or sometimes, the only light that works is the specific, special, unique magical torch that you were supposed to have found behind the secret door in Area #4q, six months ago.) There's no precedence for this in the rules; even if you create a spell called even more deeperer darkness that can suppress daylight, something like a miracle or disjunction should be able to light it up.
Other common offenders are special illusions that don't show up under true seeing, special traps and secret doors that are invisible to detect spells, and of course the special antimagic field that nullifies all the PCs' powers and abilities yet does not stop anything that the author put in.
A lot of this stuff gets explained by the power of artifacts, but in too many cases, "artifact" is just code for "here's a way to cheat and screw the party over, since the author is a hack who can't design a fair challenge for high-level PCs."
Anyway. Clearly I'm getting a bit grumpy about this. Is it just me?
For example, last night we ran into an area that is cold enough to do environmental damage. Of course the first thing we did was cast mass resist energy against cold. However, according to the module, it's so cold here that no protective spell of any kind works. It's a special kind of cold that does automatic, unresistable damage. The only thing that protects are a specific kind of robe that we found-- nonmagical ones, just to increase the nonsense factor.
Another one I've seen a lot, in this and other adventures, is the absolutely impenetrable magical darkness where no light source of any kind works. It's special darkness, you can't light it no matter what, so there. (Or sometimes, the only light that works is the specific, special, unique magical torch that you were supposed to have found behind the secret door in Area #4q, six months ago.) There's no precedence for this in the rules; even if you create a spell called even more deeperer darkness that can suppress daylight, something like a miracle or disjunction should be able to light it up.
Other common offenders are special illusions that don't show up under true seeing, special traps and secret doors that are invisible to detect spells, and of course the special antimagic field that nullifies all the PCs' powers and abilities yet does not stop anything that the author put in.
A lot of this stuff gets explained by the power of artifacts, but in too many cases, "artifact" is just code for "here's a way to cheat and screw the party over, since the author is a hack who can't design a fair challenge for high-level PCs."
Anyway. Clearly I'm getting a bit grumpy about this. Is it just me?