Lanefan said:Count me as a grognard, perhaps, but as far as I'm concerned "Wish" should be able to trump anything short of the explicit will and actions of a god...assuming, of course, it's worded properly...![]()
You know, you may have just stumbled on to the biggest single flavour difference between 1e and 3e: in 3e, everything has to have a number attached.
In 1e, things *could* be designed as absolute - "the Door of Wonders will not and can not open unless the word GROGNARD is spoken loudly enough that the speaker can hear their own echo from the door"
As for WG4 Lost Temple of Tharizdun, I've run it twice now and both times it's been more than memorable...
lukelightning said:I've always found divinations to be useless. Normally the DM just gives a cryptic answer that is no help at all, or information that is just plot exposition.
This is probably was irks me the most. I hate it when someone plays the Deus Ex Machina card, and then expect me to enjoy the ride.Dykstrav said:I've had many experiences where a DM tells me, "I didn't think you guys would try that. Would it be cool if you didn't do that, and instead did it the hard way? because otherwise we have no adventure for the rest of the night."
Exactly... if you have some door that the players need a key for, then don't say 'it's magical' or it's unbreakable (especially if it isn't magical) ... or pull out the Deus Ex Machina card and deal with it that way. It just shows me that you don't know the game well enough to come up with a suitable explaination as to why things are the way you want them... and that were just too lazy to do a little research.I have an especially big problem with unbreakable/unhackable doors. I hate being forced to check every corner of a dungeon for a key when a dwarf with a hefty battleaxe should be able to make short work of a door. or all those miraculous impenetrable stone doors. I actually have many characters carry stoneworking tools exactly for this reason. Thank 3.5 for adamantine picks.![]()
Ahh... think about what he's designing? Don't just think about what looks good on paper, but think about how players are going to tackle these situations, and for heaven's sake... Playtest it! (and get it proof read)Mallus said:What does plot have to do with this? Aren't we talking essentially about what constitutes legitimate puzzle/challenge design? It might be helpful to break this down into a couple of basic questions...
"By what methods can (or maybe 'should') an adventure designer control the possible solutions to the challenges they create?"
Only if there is a key plot point to be gained by it. Can't teleport around the dungeon, explain it! As soon as you say 'you can't do this...' you better explain to me why."Is there anything to be gained by taking certain solutions 'off the table'?
Never! If you want to think of a few RAW-solutions... great... but players are going to think of ingenious ways to solve their problem, and it makes the game that much better if you let them succeed."Should all in-game challenges be resolvable through the mechanics presented in the RAW?"
Yeah, you design too much that is Deux Ex Machina, relying too much on 'off the table' solutions that exclude in-game mechanics... then I'm just going to lose respect for you as a designer, a writer, a gamer and will probably never even waste my time considering reading anything else you designed, let alone pay money for it."If so, what are the drawbacks, if any?"
Hey, if your game is good where you don't concern yourself if the players have enough rope, torches, oil and spikes... hey... that's your game. But I don't think it's too much to ask the players to come up with a list of resources, and say the simple phrase 'I'm going to replenish my resources whenever possible.' The same goes for magical resources. If you throw monster-X against the players, and forgot that the rogue has a dagger-of-monster-X-slaying, who fault is it when you were expecting the characters to run?"Does that place too much emphasis on resource management, at the expense of other forms of problem-solving?"
WG4 said:This place is COLD. Exposed flesh immediately takes 2-12 points of damage, 3-18 if it also touches metal (such as a sword or the like). Torches must likewise be clasped by the means of the robe sleeve covering the hand, although the heat of their burning cones helps to keep the adventurers suffering more than chiblains...
lukelightning said:I've always found divinations to be useless. Normally the DM just gives a cryptic answer that is no help at all, or information that is just plot exposition.
MerricB said:Hmm - this thread has interested me enough to pull out my copy of The Forgotten Temple of Tharizdun...
The text:
Interestingly, no mention of "no spells protect against the cold". Nothing at all.
There is talk of only the special torches lighting the darkness, but as you're in the presence of the god of ultimate EVIL, I see no problem there.
Cheers!
My favourites are "luck" items (e.g. 1e's Luckblade) that have some relatively mundane function (a Luckblade is a simple +1 longsword) but also contain a wish...so next time the possessor says "I wish...", it happens. Identify and similar spells will never pull the wish function. I lob these into my game on a just-barely-frequent-enough basis that my players are (usually) careful what they wish for.lukelightning said:Speaking of "not even wish...." things; the designers seem to assume that wishes are pretty common and that every party has a spare ring of 3 wishes.
I figure, if I ever gave a ring of wishes out and the players actually conserved it just in case of some drastic thing like whatever the module said "can't be reversed even by a wish" I'd go ahead and let the wish work. After all, it's a wish.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.