Majoru Oakheart
Adventurer
True, as the philosophy of D&D became closer and closer to that of 4e.Rechan said:Not true. I noticed that the durations of spells got shorter and shorter as 3e went onwards.
I'm saying that there are both magical and non-magical creative ways to solve problems.Rechan said:And it offends me that my argument is getting lumped into "Wizards should get to pwn everyone". Yeah, liking creative options and non-combat uses for magic = just wanting to outshine everyone at the table.
Sure, you could use Animate Rope or something to wrap around an enemy's legs in the middle of combat before. Which is a creative way to solve a problem magically.
However, you could also try using bluff to trick a monster into stepping into the coil of rope and having an ally pull on the other end.
Removing Animate Rope as a spell doesn't eliminate creativity. It instead eliminates one option you had before. An option only available to casters, I might add. Now casters have to think of solutions the same way everyone else had to. Without simply looking at their list of spells and having the options pretty much handed to them.
Actually, in a way there is a balance vs problem solving issue. For instance, it's all fine and dandy to say that a player is being really creative by casting rope trick and luring the enemies into the room with ghost sounds and then dropping down with surprise in order to get a surprise round against their enemies. But from a balance point of view, you've just given the wizard an advantage in combat that their spells were not meant to provide. They get a surprise round(with the enemies in the position you wanted them to be in) when a fighter in the same position wouldn't.
And this side effect happens with most non-combat spells. Creative use of low level spells(and a lenient DM) can allow you to defeat monsters WAY above the CR you could normally defeat without them.