JackMage666
2007-04-27, 10:38 AM
So, there are a number of threads out there talking about having to nerf some spells, or eliminate them from the game entirely, in order to keep them from being abused. Some are even suggesting removing iconic fantasy spells like Teleport because they can be used to escape combat. The Polymorph spells, as well, are under scrutiny, considering they allow a caster to become whatever they wat (with a certain limit).
Am I the only one who thinks removing these spells would overall hurt the effects of the game? I understand that there are certain loopholes that can be exploited with many spells, but I don't think that's enough to warrant banning them. Sure, the loopholes exist, but any sensible player wouldn't try to exploit them, considering the DM can cancel all effects at will.
Now, if this were a computer game, where the DM would be a coldly calculating machine that follows all rules to the T can can't punish player for exploiting loopholes, I'd agree to the fixes. But, with a flesh and blood DM able to adapt and fix situations where PCs have overstepped their bounds, you'd think that the players would be cautious about trying. In other words, if they want to fight dirty, so can you - And you have alot more tricks than they do.
For example, if you have a player who teleports away from any combat that migh even be reasonably difficult, they'll eventually have a mishap, leading them into another difficult combat. If the players try the mass Explosive Runes/Dispel Magic trick on a dagger, then throw it at the enemy, dealing massive damage, then make that enemy a decoying, meaning the player jsut lsot valuable time casting the spell. Polymorphing into creatures too powerful? Chances are, they lose spellcasting ability (considerign they don't really know the dexterity of the form, and how to manipulate the flow of magic), or other penalties occur (can't Polymorph into a large creature in the narrow hallway, for instance). If they use the Rogue into Hydra sneak attack trick, then the hydra's heads can't hit with precision, as it's a totally new form of attack for the rogue, and he's not sure how to strike correctly (and, I'd imagine it'd be disorientating).
These are instances that a DM can deter a overambitious player breaking loopholes to break the game. Either way, I don't think spells should be removed because they might, in the wrong hands, cause powergaming problems, because, as said, the DM can fix anything, because he is the true god of the game. And, a player who didn't reckognize that fact is in trouble indeed.
Am I the only one who thinks removing these spells would overall hurt the effects of the game? I understand that there are certain loopholes that can be exploited with many spells, but I don't think that's enough to warrant banning them. Sure, the loopholes exist, but any sensible player wouldn't try to exploit them, considering the DM can cancel all effects at will.
Now, if this were a computer game, where the DM would be a coldly calculating machine that follows all rules to the T can can't punish player for exploiting loopholes, I'd agree to the fixes. But, with a flesh and blood DM able to adapt and fix situations where PCs have overstepped their bounds, you'd think that the players would be cautious about trying. In other words, if they want to fight dirty, so can you - And you have alot more tricks than they do.
For example, if you have a player who teleports away from any combat that migh even be reasonably difficult, they'll eventually have a mishap, leading them into another difficult combat. If the players try the mass Explosive Runes/Dispel Magic trick on a dagger, then throw it at the enemy, dealing massive damage, then make that enemy a decoying, meaning the player jsut lsot valuable time casting the spell. Polymorphing into creatures too powerful? Chances are, they lose spellcasting ability (considerign they don't really know the dexterity of the form, and how to manipulate the flow of magic), or other penalties occur (can't Polymorph into a large creature in the narrow hallway, for instance). If they use the Rogue into Hydra sneak attack trick, then the hydra's heads can't hit with precision, as it's a totally new form of attack for the rogue, and he's not sure how to strike correctly (and, I'd imagine it'd be disorientating).
These are instances that a DM can deter a overambitious player breaking loopholes to break the game. Either way, I don't think spells should be removed because they might, in the wrong hands, cause powergaming problems, because, as said, the DM can fix anything, because he is the true god of the game. And, a player who didn't reckognize that fact is in trouble indeed.