[net.games.frp] Creative spells considered harmful??

nick@utcsrgv.UUCP (T.C. Nicholas Graham) (01/17/84)

Good grief!  While I'll admit that some of the spell usages posted to
the net have been just a little on the tenuous side, I'm still amazed
at the dogmatic way in which people are clinging to strict interpretation
of the rules.  What is Dungeons and Dragons (trademark of EGG & TSR
conglomerates etc.) if not a fantasy game, where the rather outlandish
can occur?  For example, the first level thief attempting to subdue the
dragon:  for a start, characters do NOT have 'first level' tatooed across
their forehead (as can be attested to by the fact that our party blew
away a party of 1st and 2nd levels with our hard-won 16th level fireball
scroll, when a sleep would have done the trick).  If the thief happened
to thump the dragon in the dragon equivalent of the solar-plexus, who's
to say that there's not a 4% chance (or whatever) of the dragon suddenly
waking, and mistakenly assuming he's being attacked by a 23d level
assassin?  So maybe he surrenders for the moment...  but who's to say
what happens when he sees said thief shying away from the next group
of Kobolds he runs across.  So don't revile the DM for giving the first
levels a break, at least for as long as it takes him to gather his thoughts
(and his forces!) after an unexpected move.

As a couple of examples of interesting spell use, our party (high level:
average 8th to 9th (hold the flames:  it took a year and a half of regular
play to get there!) level, 10 characters) has had a couple of off-beat
ones.  A couple of sessions ago, we went to do in a relatively small enclave
of deep ones.  Upon entering the central palace (and after recovering from
the "strange non-Euclidean geometry"), we searched out and found a secret
door.  We tried every conceivable opening method to no avail, finally 
concluding that the door was one-way, and we were on the wrong side.  After
some deliberation, one of the physicists in the group triumphantly pointed out:
"Aha!  We are 200 feet under water!  Therefore, there is an incredible pressure
differential between the globe of "airy water" surrounding us, and the water
at this depth.  Thus, standing in front of the door should cause the water on
the other side of the door to push it open!"  Groaning loudly, the DM made
the requisite rolls to see if the triumphant physicist's magic user (Mylar
the Mystic -- I told you he was a physicist!) was smart enough to stand out of
the way when the door blew off its hinges.  We then proceeded to follow the
secret corridors which eventually allowed us to enter the throne room from
behind, knocking the king off his throne as we did so.  As it happened, this
luck made a murderous adventure only deadly.

The DM did however get his revenge, when our best cleric was rather badly
smeared under the weight of 200' of water when a dispell magic spell left
him without his globe of air for a round.  (These were rather special
globes, but that's another story...)

As an example of more frivelous magic use, consider our flying boat.  Our
flying WHAT?  Well, I'll admit that a single wish spell to convert a custom-
made merchant ship into a flying version is probably rather generous of the
DM.  However, two principles are at work:  1)  wish spells in our campaign
are RARE.  In our year and a half of play, we have found one wish ring ever.
It was after such a deadly dungeon that it immediately became a ring of
raise dead, and was essentially nullified.  To get the wish in question, we
practically had to sell our souls.  (Actually, we rescued an elvish enclave
from a demon problem while they were busy with the rebellion, but that's
another story...)  So wishes can be pretty powerful without disrupting play.
(2)  If a spell use is not imbalancing, but otherwise is powerful, why not
allow it?  Let's face it, a flying boat is a lot of fun (and looks pretty
impressive), but has not really changed much in terms of our power.  It
just means that instead of fighting a lot of lions and tigers and so forth,
we meet griffons, sphynxes, dragons etc.  In fact, the DM's ruling that a
dispell magic nullifies the boat's flight for one round has made life
considrably more dangerous!

In any case, the boat has been a lot of fun.  Consider the time we used it
to land 100 dwarven allies in the middle of the orcish fort...  (We prefer
NOT to consider the time we tried something similar and got meteor-swarmed
out of the sky!)

All in all though, I suspect the DM's main motivation in allowing us to make
it was that it gives him a reasonable rationale for some characters 'popping'
in and out if their players fail to make it to a session.

Throughout this raving, what I am trying to convey is that it really doesn't
harm the game to allow the players some creative license in playing the game.
This should extend to cleverness and truly interesting ideas, as long as the
idea doesn't destroy game balance.  And if all else fails, just remember
that whatever the players can do, the NPC's can learn...

			-- Nick Graham, U of T.