Felix said:
And repeating that he isn't listening to Slaygrim presumes that what AuldGrump is listening to is wrong
No, it does not.
We can be having a conversation, where I am completely in the wrong, and you are in the right. If you are not listening to me, and you tell me I need to listen more, then the irony is still there. It is ironic independent of who is right and wrong, or to what degree of "rightness" or "wrongness" one attributes to either party.
The only context is that required is my telling you to listen more while not listening to you very well myself.
Now, you may argue that he
is listening to Slaygrim very well, but that's another kettle of fish.
(And, contrary to your opinion, I don't have a "problem with AuldGrump" in terms of the "listen more to your players" advice -- "listen more to your players is
always good advice. Nor did I say TheAuldGrump was wrong in that, although I disagree, for stated reasons, about whether or not the AWP's character was negated in the encounter sequence described.)
DestroyYouAlot, whom I doubt is the Whiner, said it was dumb to give someone absent the benefit of the doubt. TheAuldGrump responds to Slaygrim's posts and you're telling him he doesn't listen. Both are rather dismissive.
You are taking offense here unnecessarily. It is absolutely my position that, in a lot of cases, it seems as though people here are not actually reading what they are responding to. Of course, it could well be the "reader filter" problem; i.e., we all read through a "filter" that says, effectively, "If I wrote this, what would I be trying to convey?"
This isn't exclusive to any one "side" of the discussion.
Again, you describe many of the posts by un-Slaygrim-sympathetic posters.
You don't need to be sympathetic to Slaygrim in order to be the "ideal poster", IMHO. The "ideal poster" does, however, seek and accept clarification.
Maybe you're right. Maybe it's just bad adventure design.
Please do not put words into my mouth. As I said earlier (twice now),
"Even then, I completely disagree with the idea that an area with magic resistant creatures negates the effectiveness of spellcasters. Certainly, as has been pointed out many, many times, there are spells that allow you to be effective without directly affecting the creature. And not just buffing, because (as we know) support roles are now officially "unfun".
You can summon a creature. You can turn the floor beneath a resistant creature to mud, and then to stone, effectively trapping it. You can damage the ceiling above it to cause damage, or you can damage the floor beneath it to cause it to fall. IMC, one memorable fight ended when the party set up a Stone Guardian to chase them through a weakened section of floor, causing it to fall through to the level below. The OP is clear that the players knew what sort of area they were entering; the player in question should have known that relying on sheer blasting power might not have worked. A few divination spells would certainly be useful prior to heading in, because better information leads to better spell selection.
On top of that, it is a good thing, IMHO, for the DM to introduce situations in which the players cannot simply rely on the same tactics over and over again. If Bob the Fighter charges into close combat every time an enemy is sighted, it is a good DM who designs some encounters that make charging into combat either impossible or a questionable tactic. And there is nothing wrong with an entire adventuring site (such as natural caverns) that accomplish this function. Situations that force players to occasionally change tactics lead (with good players) to greater depth in play, memorable encounters, and a greater sense of accomplishment. These are all good things.
In this game, players have the option to create either a character with breadth of ability (but who, as a result of that breadth, lack the concentrated firepower of a specialist) or who focus on doing one thing really, really well (and who, by doing so, sacrifice at least a portion of that breadth of ability). No player has the right to assume that, by selecting a narrow focus, he is guaranteed to make good use of that focus in every encounter, or on every adventure. Indeed, setting up adventures that way does nothing more than eliminate the downside of selecting such a narrow focus, as there is no need for breadth of ability.
The DM has every right to set up situations in the campaign world in whatever way seems best to him or her. Being able to meet various sorts of challenges is part of the metagame of D&D....Do we have enough variety in character types/characters to succeed? Are we too tightly focused? How can we get past this thing which seems to be clearly beyond us? Must we fight these iron golems, or is there a better way to get by (teleportational magic, gaseous form, etc.)? Might a divination spell clue us in on the iron golem's instructions, so that we can simply walk past it by displaying the right sign, or saying the right word?"
All of that still applies.
Hey, happy to expand your horizons. And the horizons of the Oxford English Dictionary, while I'm at it. Can't be too ambitious. Care to subscribe to my newsletter?
Always glad to have my horizons expanded. However, I'm afraid "unclarify" is in Marriam-Webster (
http://www.merriam-webster.com/dictionary/unclarity) so I wouldn't put money on it not being in the OED Unabridged.
But, if you have an "obscure word reference" newsletter, I'd be happy to subscribe. One can never know too many obscure words!
RC