Spells that are killing my games!


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Dark Archive

Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

Oh that's right, in your world only the PCs have access to rope trick and know all the details/parameters of the spell.


Auxmaulous wrote:
Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

Oh that's right, in your world only the PCs have access to rope trick and know all the details/parameters of the spell.

Oh of course, because rope trick exists, the nations' governments hire casters to go around the town and look for suspiciously dangling ropes to dispel them in order to prevent the occupation of towns and countryside by invading armies and various riff raff


Vaahama wrote:

Awsome!

Then i'll just wait to see what my players wish for. Then after 30 minutes the whole campaing will be over with all of them level 1 but each the supreme god of his own inter-planar multi-layered reality kingdom!
nice

Sarcasm aside no i don't always do what my players wants and that's probably why the real victory they acheive feel so sweet!

Friend, there's a world of difference between challenging your players and annoying them. There are parts of the rules that are no damned fun. Your players are going out of their way to tell you that they don't want the mechanical annoyances of night-time encounters that disrupt their ability to have fun. Read the room.

Note that they (very likely) don't use Stealth to continually hide from opponents during the day. Most parties are more than willing to risk themselves. Turn up the volume on daytime encounters involving ambushes and surprises and traps. Your players will enjoy that. But night-time encounters basically translate into "if you're a caster and you participate in this encounter, you're going to be penalized for doing so."

Not. Fun.

Please see the previous two-word verb-less paragraph regarding fun.

Players are not looking for a Win Button when they use rope trick. They are looking for an Avoid Tedious Rules button. You as a DM aren't deprived of tools to create night encounters when they're legitimately appropriate but your players also have the ability to skip the "five dire wolves try to eat your casters while they sleep" random, pointless encounters that just drain their ability to play the game.

I suspect you'll disagree and you're entitled to, but I'm trying very hard to explain that this isn't about being gentle with your players or giving in to their whims. It's about what is and what isn't fun.

Dark Archive

Cartigan wrote:
Auxmaulous wrote:
Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

Oh that's right, in your world only the PCs have access to rope trick and know all the details/parameters of the spell.

Oh of course, because rope trick exists, the nations' governments hire casters to go around the town and look for suspiciously dangling ropes to dispel them in order to prevent the occupation of towns and countryside by invading armies and various riff raff

Not a bad idea!

A good example of cause = effect!

So we can see how something people don't like (encounters) is mitigated by a spell (rope trick) which in turn could be used during the course of attacking an enemy base and hiding therein. So then yes, if the patrols see anything suspicious (especially after an attack) they will do their best to take care of the threat. Since spells in the core are not rare or off limits, NPCs enemy casters would have full knowledge of this spell.

So who was complaining about intelligent spell use?

Shadow Lodge

Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

They managed to overcome the DC 5 Perception check to notice the rope that's hanging down from absolutely nothing.


Are you allowed to use permanently invisible ropes or is that a no-go for some reason?


Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

Scrying can help find a party. . . maybe not in a rope trick effect, but before they enter the rope trick. Tail the party (possibly with a familiar), have said tail communicate the location, travel to location, dispel rope.


Tiny Coffee Golem wrote:

Are you allowed to use permanently invisible ropes or is that a no-go for some reason?

It is allowed. Cost = 5,000 gp + permanency spell + rope


Tiny Coffee Golem wrote:

Are you allowed to use permanently invisible ropes or is that a no-go for some reason?

It works fine, until you lose track of it. :)


meabolex wrote:
Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?
Scrying can help find a party. . . maybe not in a rope trick effect, but before they enter the rope trick.

I think if I were a government who just had an attack by someone occur against my city/tower/patrol/whatever, I'd have a couple of adepts scrying for the miscreants, and a couple of more scrying for ropes hanging in mid-air in the general area.


HappyDaze wrote:
Rogue Eidolon wrote:
Jason Nelson wrote:
Rope trick is a spell I dislike, but there's a very simple solution. *ANY* creature that climbs the rope climbs into the extradimensional space. There is no door, nor lock on it, and no way to prevent additional creatures from climbing up, other than filling the RT with 8 creatures. Most parties aren't that large, which means any enterprising bad guy can climb the rope and go in and start hacking.

I've found that in practice, in many situations the party does have 8 creatures with them. In any situation with overland travel, in fact, usually everyone but the monk or barbarian is mounted, and that quickly adds up. The Wizard or Witch's Familiar (or the any-guy-with-13-Cha's Familiar now that Eldritch Heritage is out), the Druid or Ranger or Animal Cleric or Nature Oracle's AC, the Paladin or Cavalier's Mount, and the Summoner's Eidolon etc will also add to this. And if you have anyone with Leadership, the cohort too. The amusing thing for me is when the party goes over 8--

** spoiler omitted **

Most familiars are tiny, so getting them up the rope isn't much of an issue, but moving mounts and many of the medium or large animal companions (or quadruped eidolons) up the 5-30' rope is a significant undertaking. If they are spending even more spell slots on things like levitate, then they really are buying their security.

Most parties have enough Strength to haul them up by harness and rope, given time. Granted not good for a fast hide, though.

cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

FotSG:
In my group's case, they managed to hide a Rope Trick in an area that no one ever checks (the Mummy Monk's lair), but since the party reappeared after resting up once, Mokmurian, being a Wizard, has told all his guards to be on the lookout for strangely vertical ropes in odd places and to go get someone with Detect Magic if they see one

mdt wrote:

I'd have a couple of adepts scrying for the miscreants, and a couple of more scrying for ropes hanging in mid-air in the general area.

Sadly you have to scry on a creature, so you can't scry on creatures while they're in the rope trick effect.

Edit: Well, I take that back. The spell implies it targets creatures only, but the spell obscure object seems to indicate otherwise. Hmmm. . .


meabolex wrote:
Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?
Scrying can help find a party. . . maybe not in a rope trick effect, but before they enter the rope trick. Tail the party (possibly with a familiar), have said tail communicate the location, travel to location, dispel rope.

Yes, this should be happening all the time. Like in the woods. Or in a dungeon. Or in their own rooms. A random group just follows the PCs around for the explicit purpose of making sure their can't use rope trick to avoid idiotic resting encounters.


meabolex wrote:
mdt wrote:

I'd have a couple of adepts scrying for the miscreants, and a couple of more scrying for ropes hanging in mid-air in the general area.

Sadly you have to scry on a creature, so you can't scry on creatures while they're in the rope trick effect.

Edit: Well, I take that back. The spell implies it targets creatures only, but the spell obscure object seems to indicate otherwise. Hmmm. . .

I was using the (scrying) subschool of divination, not the spell, in the above. I thought there was a similar spell that let you scry (subschool, not spell) for objects at range as well, but I can't find it. Locate object isn't it. Maybe it's a new one, or one from 3.5 I'm thinking of.


Cartigan wrote:
Yes, this should be happening all the time. Like in the woods. Or in a dungeon. Or in their own rooms. A random group just follows the PCs around for the explicit purpose of making sure their can't use rope trick to avoid idiotic resting encounters.

If you piss off Magelord Badassian, your life is going to suck ):

The whole game becomes "countering scrying" at this point. . .


You and your f#+!ing rope.


Cartigan wrote:
None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

Honestly with the advent of free orisons and cantrips like detect magic my players and I have made the transition to "looks suspicious, cast Detect Magic! hmm items, cast Detect Magic! Hmmm empty room, cast detect magic!" Honestly no components or resource drain, takes less than 6 seconds (as is only a standard action rather than a full round) why would you when patroling and checking stuff out for any reason not toss them around? So said guy would go Detect, Hmmm, magic rope, Arcana, yep Rope Trick, Message "Hey Bob I think I found those heroes, bring in the Grey Render, oh and have the guys from Hench Resources bring up some popcorn"

And to specifically address your question, they wouldn't and logically they wouldn't notice it unless they were tracking the pcs to the point their tracks disappear and the rope is dangling. Mostly Rope trick starts becoming laughable and dangerous anytime it's used in a setting where it is extremely out of place. In the woods next to a tree? The only way they'd be caught is if something saw them do it, or they were followed (A is a douche move unless VERY well explained, B is a little more variable) Take that same situation and place it in the halls of a dungeon or castle or mountain side cave home of a tribe of (insert cliche humanoid) and it looks wierd "Why dere be rope in Kidshen?" to "Hmm a rope coming from the ceiling of the library?" and you have cause even for dumb ogres to be alarmed. Theyd probably spend all night trying to pull it down like a game, not knowing what it was, while humans would react as needed and necessary based on their knowledge. If there is a caster in either group (which can happen, even with the dumb ones) then detect magic and arcana or spellcraft can tell them the nature of the beast and could potentially be a bad day waiting for the heroes....


The purpose of Rope Trick is to protect the party from roaming monsters. It's a used up spell slot to protect the party. I don't see a problem with it. At all. That's what it's for. Of course I tend not to spring random encounters on my parties anyway, if there is a patrol, there's a patrol, if they are in a dangerous area, then I might roll, but I don't plan for them to be attacked, so rope trick just makes my job easier anyway.

Sleet storm is just an area of effect damage doer. As a GM the spell "Sleep" has been far more effective against my encounters than "Sleet Storm."

Call lightning is just the druid using up a spell slot to provide damage that is comparable to shooting an arrow. I almost consider it flavor. Certainly not a problem spell.

I can't really identify any spells that I think give me major problems as a GM. I love it when the players use a spell in a clever, imaginative or unique manner. If my players use a spell in such a way that they completely avoid an encounter, and I think it was a really clever way, I consider that to be defeating the encounter.

I don't consider it my job to make their job difficult, I see it as raising my game to the level that I make their job challenging, and that means taking their abilities into account and coming up with a means to be as creative as they are. Remember, whatever THEY do to your encounters, YOUR NPCs can use against them.


Re: Call Lightning

http://www.d20pfsrd.com/magic/all-spells/c/call-lightning

Note the 1 round casting time. That dampens the joy for starters, if adjudicated correctly.

Secondly, the spell mentions "vertical", so it can either start from the sky or the ground, seemingly your choice.

Sczarni

Anguish wrote:


....
Friend, there's a world of difference between challenging your players and annoying them. There are parts of the rules that are no damned fun....

...I suspect you'll disagree and you're entitled to, but I'm trying very hard to explain that this isn't about being gentle with your players or giving in to their whims. It's about what is and what isn't fun.

Not at all in fact your point is very legit and my main point was to get help in finding the right balance between the use of this spell, the need to keep it real (like things that go bump are real in pathfinder) and the legitimate clever use of spells by the players.

But yes you are right and to some extend i agree with you to the opposite of cartigan that make a clown of himself shooting blank at everyone you made it clear and in a proper way.

Shadow Lodge

Vaahama wrote:

#2 Rope trick

That one sounds silly but let’s look at it. The night comes up then caster Joe goes on with rope trick!
The result is no more chance for the “iconic” nightly random encounter to occur.
Everybody climb up that little rope and see ya tomorrow morning!
Of course the rope is still visible but let’s face it, a huge deal of the typical random monster won’t make the difference.
Unintelligent undead, ooze, plants, animal, elementals, most construct, most magical beast… name it, they will just pass by it never recognising the rope for what it is! Even if a mob notice it… he gonna pull it until he’s sick of it and just go away!

So first off, random encounters are pretty much dead. Some GMs still use them but a lot simply don't. So at most tables whether you just bar a door or climb up a rope it's no different.

However, if you like live, dungeons where monsters react to invasions and random stuff happens... (I do)

  • Randomly rolled ooze or slime sliding along the floor might be very tempted to slide right up a rope... I wouldn't do it all the time but there is a chance.
  • A typical average intelligence 'mob' is going to see the rope and will likely do what most grunts do... pass the problem up to his boss. If they've been alerted to the presence of enemies (perhaps the dozens of dead allies they've seen scattered around the dungeon) it's entirely possible they will set up some sort of trap or ambush.
  • If the enemy is looking for the party and has a spellcaster they might search the dungeon the same way the PCs would, by spamming detect magic in every room at which point the portal would light up like a christmas tree. They could then hit the rope trick with dispel magic and collapse it while the party thinks they are safely asleep.

    No guarantees on any of these, if a GM spams these sort of things it gets old fast. Don't hit them with something every time they use rope trick, but you might consider occasionally throwing a monkey wrench in the works to make things interesting when it's appropriate.

  • Liberty's Edge

    meabolex wrote:
    You could use a permanently invisible rope...

    Shh!


    Cartigan wrote:
    Auxmaulous wrote:
    Cartigan wrote:
    None of that answers the question of why casters are going around the countryside dispelling ropes. How do they know the rope isn't just hanging from the ceiling? Or a tree? Did they detect magic first? Why are they wandering around searching for ropes to dispel in the first place?

    Oh that's right, in your world only the PCs have access to rope trick and know all the details/parameters of the spell.

    Oh of course, because rope trick exists, the nations' governments hire casters to go around the town and look for suspiciously dangling ropes to dispel them in order to prevent the occupation of towns and countryside by invading armies and various riff raff

    Or arrest the occupants for vagrancy.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    "Oh that'll look great on his tombstone. 'Here lies John Rambo, winner of the Congressional Medal of Honor. Killed for vagrancy in Jerkwater, USA!'"


    Jason Nelson wrote:
    "Oh that'll look great on his tombstone. 'Here lies John Rambo, winner of the Congressional Medal of Honor. Killed for vagrancy in Jerkwater, USA!'"

    It's amazing how such a wretched series of movies could be based on such an excellent novel.


    If the Rope Trick is being used to do a 15 minute workday, then it should be addressed. Run the monsters with the skills/knowledge/intelligence they should have.

    If it is being used to avoid random encounters while travelling, then it should be left alone.


    What if goblins decided to burn the mysterious rope thinking ti was evil but that should be rare. This makes more sense then hunting. Also how would you smell forest fires in a rope trick?

    Edit scat under the rope trick is also a unique idea.


    LoreKeeper wrote:
    Shuriken Nekogami wrote:
    Mark Sweetman wrote:
    Shuriken Nekogami wrote:
    and only 2 of his feats are from 3.5 splatbooks.
    That kind of invalidates the point though.
    it's only melee weapon mastery (slashing) and steadfast determination (con mod to will saves instead of wis) and both feats themselves aren't really that bad. pages 81 and 83 of player's handbook 2 for 3.5 edition. one of the more commonly allowed splats in my area. all the rest of his feats come from pathfinder and he is otherwise a relatively basic human fighter with a 25 point buy and the big 6.

    In a Pathfinder context the Weapon Mastery shouldn't really be allowed, on the grounds that the feat originally was created to make fighters more competitive in a 3.5 environment. Pathfinder changes that by granting weapon training (as well as all the other goodies supplied in Pathfinder). This makes Weapon Mastery a "win more" feat that messes with the balance.

    but at the Same time. melee weapon mastery is kind of a must when open access to 3.5 splats is allowed. the only banned 3.5 books are Libris mortis, book of vile darkness/exalted deeds and unearthed arcana (except flaws). the only other restrictions on the PCs are, No evil PCs, no Creating Undead, and No worshipping Lamashtu.


    Mike Schneider wrote:
    meabolex wrote:
    You could use a permanently invisible rope...
    Shh!

    From the PFSRD:

    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

    Might be a rules question, but I believe making an invisible rope constitutes hiding. This statement would make an invisible rope a no-no.


    xorial wrote:
    Mike Schneider wrote:
    meabolex wrote:
    You could use a permanently invisible rope...
    Shh!

    From the PFSRD:

    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

    Might be a rules question, but I believe making an invisible rope constitutes hiding. This statement would make an invisible rope a no-no.

    Huh, I forgot about that clause. Does that mean you also can't summon the rope behind a curtain or some stacks of crates or anything that would provide cover and hide it? Or maybe just a cursory check of the room reveals it with no Perception necessary?


    Rogue Eidolon wrote:
    xorial wrote:
    Mike Schneider wrote:
    meabolex wrote:
    You could use a permanently invisible rope...
    Shh!

    From the PFSRD:

    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

    Might be a rules question, but I believe making an invisible rope constitutes hiding. This statement would make an invisible rope a no-no.

    Huh, I forgot about that clause. Does that mean you also can't summon the rope behind a curtain or some stacks of crates or anything that would provide cover and hide it? Or maybe just a cursory check of the room reveals it with no Perception necessary?

    RAW? Sure.

    RAI? Hellllll no.


    Unfortunately you have Rope Trick (secure), followed by Tiny Hut (non secure magic dome) and Secure Shelter (moderately secure cottage, though I'm not sure plunking down a cottage isn't going to attract more trouble than it prevents) and finally Magnificent Mansion (highly secure) at the same level as Teleport Greater (takes two spells but has the benefit of allowing you to teleport to your townhouse in Absolom at the end of the adventuring day).

    The various camping spells are probably pretty decent for a wizard with a bonded object. A wizard that doesn't use the objects power by the end of the day can cast one of the camping spells at the end of it.


    mdt wrote:
    Rope Trick : Remember, it's a spell...

    A group I don't play with used RT as Motel 6. The BBEG tracked them and found out about the RT trick. His minions had loads of time to set up an uber-trap: crossbows, a landslide, bonfire and thats just what I heard about!


    Seriously? No one else just puts there's at the top of a tree?


    I never liked the hiding the rope thing. I don't really get the point.


    Shadow_of_death wrote:
    Seriously? No one else just puts there's at the top of a tree?

    I tended to put mine inside of either a secure shelter (or the 3.5 hidden version) and left permanent illusions of the party sleeping in the beds, etc.

    -James


    james maissen wrote:
    Shadow_of_death wrote:
    Seriously? No one else just puts there's at the top of a tree?

    I tended to put mine inside of either a secure shelter (or the 3.5 hidden version) and left permanent illusions of the party sleeping in the beds, etc.

    -James

    That's a good idea.


    Tiny Coffee Golem wrote:
    james maissen wrote:
    Shadow_of_death wrote:
    Seriously? No one else just puts there's at the top of a tree?

    I tended to put mine inside of either a secure shelter (or the 3.5 hidden version) and left permanent illusions of the party sleeping in the beds, etc.

    -James

    That's a good idea.

    It's a good idea, yes, but it requires at least three spells. If the PCs are "wasting" 3 spells to sleep unperturbed, they should indeed sleep unperturbed.


    Vaahama wrote:

    Let’s make it clear right off the bat, it’s not a ranting about how some spells are outright unbalanced or how this and that suck. It’s more about personal bad gaming experience that seems to repeat themselves.

    Now let’s go more deeply into the subject and let me tell you about some spells that my players keep on using that seem to neutralise every encounter and tell me how you (more experienced and/creative DM) deal with these!

    #1 Sleet storm

    #2 Rope trick

    #3 Call lightning

    Sleet storm - the major effects are blindness and DC 10 Acrobatics checks to move for critters with land speed. DC 10 is hardly breaking for most critters. Blindness does not extend to the other senses - just regular sight, darkvision and low-light vision. Doesn't deal damage so it doesn't even warrant concentration checks for abilities permitting them to move via non land speed means.

    Rope Trick - a rope hanging up to what, smells like food, yet no food to be found visually, although there is the smell of food. Critters might well hang around for a while until something else draws their attention. Smart critters or well-trained critters go get their smarter bosses. If they're not taking pains to conceal that rope, it's pretty obvious something is "up". Dispel the trick into an ambush anyone ?

    Call lighting - 1 round cast time, resist electricity or whatever energy at 20 stops it cold - resist 30 works even in the spell's preferred circumstances. Not a big deal. SR still applies. Regular spell immunity cleric spell will work.

    Liberty's Edge

    Kirth Gersen wrote:
    Jason Nelson wrote:
    "Oh that'll look great on his tombstone. 'Here lies John Rambo, winner of the Congressional Medal of Honor. Killed for vagrancy in Jerkwater, USA!'"
    It's amazing how such a wretched series of movies could be based on such an excellent novel.

    First Blood was very good (and apolitical); the others were jingoistic claptrap (but enjoyable in their own way toward the tail end of the Cold War while the Soviets were still the world's premier murderous douchenozzles)....but I degress.

    Carry on, then.

    Quote:
    The rope cannot be removed or hidden.

    <roll eyes>

    Sure.

    And I couldn't build a brick wall in front of the damn thing -- if that's what it took to, ah, conceal it either, right?

    <roll eyes a second time>


    I will NEVER understand the need by some GMs to punish players for actually using what they know for it's intended purpose. That would be like a state trooper pulling you over & giving a ticket for safe driving.

    Grand Lodge

    Mike Schneider wrote:

    <roll eyes>

    Sure.

    And I couldn't build a brick wall in front of the damn thing -- if that's what it took to, ah, conceal it either, right?

    <roll eyes a second time>

    You see why I stuck to 3.5? :)


    Every GM is eventually going to run into a spellcaster-playing wiseguy intent on doing whatever he can to avoid as much as possible and to make the game as boring for everyone else as his self-serving ego can manage.

    This very boring, often self-satisfied individual will use teleport to get around as many barriers, puzzles, riddles, and encounters as he can.

    You aren't his father, so you can't punish him. And even though he deserves a punch in the face for this, and everybody here knows it, there is a distinct lack of cajones here big enough to admit to it. (But at least don't lie to yourselves tonight when you're lying awake knowing how right I am.)

    One cure for this sort of thing, including other game gimpers like the aforementioned rope trick, etc. (which is not a problem to me as I detest random night encounters, having suffered a DM in the long ago who rolled a 50% chance per hour for one every night in-game), is to provide relatively intelligent recurring baddies who learn quickly that the PC(s) in question is/are a one-trick pony, and prepare reasonably for it next time.

    However, I have found the best cure to this is simple peer pressure. Lessening challenge, not getting to solve the riddle, missing out on needed information, and losing out on XP will eventually bother the more reasonable players to the point where they start leaning on the gimper to knock it off.


    xorial wrote:
    I will NEVER understand the need by some GMs to punish players for actually using what they know for it's intended purpose. That would be like a state trooper pulling you over & giving a ticket for safe driving.

    Punishing players is bad.

    But the game does rely on a cooperative suspension of disbelief, which dies quickly when players metagame every situation from a tactical standpoint.

    I will defer to The Gamers on this point: you don't slink around everywhere you go, all day. You don't slink around at home. You don't slink around in church. Your character may learn quickly enough, either from rumors or from a couple bad experiences, that these woods are dangerous. But players who take great pains to prepare for the worst while camping outside an orphanage, next to a well-guarded castle, after a day of frolic and fun at the annual carnival, are metagaming. Which is as irritating to the GM as railroading is to the players.

    It may shock the average poster to these forums that the GM also should have some fun, rather than being forced to work as a slave for players constantly metagaming through every situation. But the GM has to have fun, too, or there is no reason to be playing.

    Some spells are tailor made for the purpose of metagaming. To make the game work, players need to think like their characters, as situations dictate. They need to resist the urge to prepare their characters tactically and strategically for when they're sitting at home on the couch, watching orcs playing tennis on the old crystal ball.

    Shadow Lodge

    xorial wrote:
    I will NEVER understand the need by some GMs to punish players for actually using what they know for it's intended purpose. That would be like a state trooper pulling you over & giving a ticket for safe driving.

    Average intelligence critters that respond in sensible ways isn't 'punishing players', it's called game mastering.

    If you attack an enemies lair and they have access to spellcasters they should do what makes sense, have their spellcasters sniff out your magical hidey hole and cook up a nasty surprise for you. Failing to do that when it just takes a cantrip and a bit of time is just ridiculously stupid. If they don't have magic users they can also track you using survival (and maybe scent).

    Having reasonably intelligent creatures that freeze and do nothing while the players systematically hunt them down and destroy them just seems like a video game to me. One of the big advantages of having a person run the game is you can have creatures respond in appropriate ways to threats.

    Sovereign Court

    0gre wrote:
    xorial wrote:
    I will NEVER understand the need by some GMs to punish players for actually using what they know for it's intended purpose. That would be like a state trooper pulling you over & giving a ticket for safe driving.

    Average intelligence critters that respond in sensible ways isn't 'punishing players', it's called game mastering.

    If you attack an enemies lair and they have access to spellcasters they should do what makes sense, have their spellcasters sniff out your magical hidey hole and cook up a nasty surprise for you. Failing to do that when it just takes a cantrip and a bit of time is just ridiculously stupid. If they don't have magic users they can also track you using survival (and maybe scent).

    Having reasonably intelligent creatures that freeze and do nothing while the players systematically hunt them down and destroy them just seems like a video game to me. One of the big advantages of having a person run the game is you can have creatures respond in appropriate ways to threats.

    Exactly. And also, let's not forget that some animals have scent...they can SMELL the characters on the rope, so they will lie in ambush for a while, and if a character comes down, well, meow or roar.

    I think that a bad GM is the one who constantly lets his players get away with ridiculous stuff and doesn't play the other side properly at all.


    0gre wrote:
    xorial wrote:
    I will NEVER understand the need by some GMs to punish players for actually using what they know for it's intended purpose. That would be like a state trooper pulling you over & giving a ticket for safe driving.

    Average intelligence critters that respond in sensible ways isn't 'punishing players', it's called game mastering.

    If you attack an enemies lair and they have access to spellcasters they should do what makes sense, have their spellcasters sniff out your magical hidey hole and cook up a nasty surprise for you. Failing to do that when it just takes a cantrip and a bit of time is just ridiculously stupid. If they don't have magic users they can also track you using survival (and maybe scent).

    Having reasonably intelligent creatures that freeze and do nothing while the players systematically hunt them down and destroy them just seems like a video game to me. One of the big advantages of having a person run the game is you can have creatures respond in appropriate ways to threats.

    Intelligently run NPC's who are aware of the PCs and their abilities have every reason to look for tell-tale signs of spell casting (and, given resourses, a good chance of finding and thwarting all but the best laid plans)...however the OP complained that rope-trick spoiled "random" encouters.

    My group still fondly remember the relative safety of their Rope Trick hideaway. The player character was proud to have been able to provide this shelter to the party, they in turn enjoyed the comfort. It helped increase the feeling of cameradre. Improving role-playing as a byproduct of a spell that merely reduces random hazards, not necessarily plot/story related encounters....bargain for player and game-master.

    Shadow Lodge

    Maybe the problem is you made a general complaint about a thread with specific thoughts so it's not very clear what you are talking about.

    From the original post:
    "Even if a mob notice it… he gonna pull it until he’s sick of it and just go away!"

    The fact that he says it would pull on the rope implies some kind of intelligence. If you are in a kobold lair isn't a random 'mob' going to be a kobold? Doesn't it make sense that that randomly rolled kobold encounter is going to report seeing a weird rope to his boss and escalate?

    I guess I'm not understanding where you are coming from.


    Cartigan wrote:
    Agh, my players are using spells to their full and useful effects within the limits and reason of the game! How do I stop this?!

    Wow...I am in total agreement here...

    What next? Swords must be made of tofu because the fighter is doing a lot of damage? Armour must be made of paper because it stops them from being hit?
    Why punish players for using spells/abilities to the best, within the RAW and RAI?


    xorial wrote:
    Might be a rules question, but I believe making an invisible rope constitutes hiding. This statement would make an invisible rope a no-no.

    An invisible rope isn't hidden to a creature with see invisibility. . . who typically is the caster q:

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