Post by Del RioPost by Peter KnutsenIt could be the case that the people who designed those D&D3 crunchy
bits made mistakes, due to insufficient rules engineering skill, and
ended up making something that was far too good. Realizing their
mistake, they then made up countermeasures.
In this respect, D&D 3.X merely perpetuated the
mistakes of AD&D.
Doesn't surprise me.
Post by Del RioThe Scry/Buff/Teleport assassination trick was a common
thing in my 1st ed. campaign 15 years ago, until I
performed a radical ablation of the offending spell
list.
Post by Peter KnutsenThe concept of Speak With Dead spells, for instance, can have extreme
world consequences if not handled with care. However, I did not find it
at all difficult to devise a rules subsystem that strikes the correct
usefulness balance.
Ubiquitous information gathering magic was another paradigm-
breaking issue.
Some time ago, Erol started a thread over in rec.games.frp.dnd about
running a D&D3 campaign in a world in which certain kinds of magic
wasn't possible. I recall that he talked about travel magic, e.g. Fly
and Teleport, but I can't remember if scrying and other long-distance
recon magics were also included.
As for me, I'm opposed to Superman-style flight. It's "loud" and
blatant, in the wrong kind of way. On Ärth, if you want to fly, you have
to shapechange into a bird (or conjure up an Air Elemental and have it
carry you).
Post by Del RioI tossed the lot: magical long distance transportation
& communication and magical information gathering. The
campaign was better for it.
Some form of remote viewing *is* in genre, though.
Post by Del RioOtherwise, the whole campaign degenerates into a
high-level magical cat-and-mouse game between the party
and any really powerful entities they've pissed off.
And once that starts, it never ends - that's what the
campaign will always be from that point forward, and it
becomes more and more abstract and disconnected from
its roots.
That can be unfortunate, yes. But I think that in many cases, the
problem arises from "one spell"-think, as in having one spell (often low
level, or at least relatively low level) which does X, instead of having
a series of spells which do X, with higher level spells in the series
doing X better.
Remove Disease is a fairly obvious example. One spell for *any* disease?
It sounds absurd, but that has got to be the correct interpretation,
given the lack of a higher-level spell. This kind of one-spell'ism is
also an unreasonably strong temptation for world designers and GMs to
invent things (in this case diseases) which are somehow immune or exempt.
Back to scrying...
In D&D3, you could have a 3rd level spell, called Scry I, and then a 2nd
level spell called Protection From Scrying I, which can be trumped by a
6th level spell called Scry II. The counter to this is Protection from
Scrying II, which can be trumped by a 9th level spell called Scrying
III, which again cannot penetrate the 8th level spell Protection from
Scrying III.
Yes, this *is* an arms race, but notice that it isn't an *endless* arms
race.
If it fails to work well, and/or if it produces massive un-fun, it is
because D&D3 is really a system for generalist spellcasters. In systems
which do not favour generalists, it becomes safe to assume that not all
one's enemies have Protection from Scrying spells (certaily not the more
powerful spells in the series), and also that not all one's enemies have
Scrying spells either.
Systems which do not favour generalists are fairly common, in fact,
almost to the point where D&D3 can be said to be the abnormality: Ars
Magica, Hero System or Sagatafl are just some examples.
GURPS sorts of straddles the line, but in this case I'd say that it
fails the criterion, in that one cannot with any certainty rely on a
specific enemy not having the scrying spell, or the spell that protects
from scrying, simply because GURPS requires such a fairly trivial
character creation/advencement currency investment to acquire the
ability (a single character point) at a useful level.
Returning to D&D3, character levels serve to make things too
predictable, as well. In systems without character levels, characters
can have spent their "points" in almost any number of ways. You cannot
know anything much with any degree of certainty. However, if Protection
from Scrying II is a 6th level spell for Wizards/Sorcerers, then you are
making a *mistake* by assuming that a specific 11th level Wizard does
not know it.
Contrast this with a Hero System character built on 100+100 points. Or
an Ars Magica "magi" whose "gauntlet" is a decade in the past. Going at
it realistically, you're not a suicidal maniac if you gamble on that
specific character *not* having scrying countermeasures.
Or take Sagatafl. Here (a bit like in Ars Magica), the more you know
about your enemy, the more you can "predict". If he has skill in the
Diviniation "school" then you can pretty safely rely on him having
Scrying spells. He might not, but that'd be statistically odd (and once
you've done unto him, he can quickly rectify the situation so that you
won't be able to do unto him again). If he has skill in the Metamagic
"school" then you can pretty safely rely on him having
Scrying-Countermeasure spells. If you don't know, then that's something
for you to try to find out. With 24 "schools" of magic, exceedingly few
characters have a useful skill level in all of them.
Ars Magica differs, however, in that spells are expensive to acquire
(formulaic spells, anyway. Spontaneous spells are usually too weak to be
useful, so we'll ignore those), meaning that there's a fair chance that
even an Intellego expert won't have the one spell that protects from
scrying. Then again, if he's the paranoid "The Diedne might return
tomorrow, so we must be prepared!" type, he probably will know that one
spell. But if so, you'd probably know about his reputation for paranoid
preparation.
Executive summary: "One-spell"-think is bad. Magic systems that favour
generalist spellcasters are bad.
--
Peter Knutsen
sagatafl.org