How can I reason with a game master who shoots down any magical solutions?

I have recently joined a game and there were several instances where the dungeon master just shot down any idea that didn’t fit her plot.

We were supposed to have this encounter in this forest with a bear and the druid cast animal friendship, but the game master just ruled that since we were in the bear’s territory it was going to keep attacking us. But she ruled that Animal Handling was enough to distract the beast so that we could escape.

In another case we were suppose to find a doll for a girl and we found it with severe damage. I thought of casting mending, but she told me no, saying that the damage was too high. However, she allowed our local healer to use her medicine skill since it included sewing up torn parts.

There were other cases like this, and it is starting to get on my nerves as I play as a spellcaster. In most of the cases, she gives a rather reasonable excuse, like in the mending case the damage being too high, and in the animal friendship case the bear is not going to stop attacking something in its territory even if it believes they don’t pose a threat.

The fact that she shoots down the ideas of me and the local druid is not the problem. Rather, my problem is whenever someone tries to accomplish what me and the druid tried to do via a skill check, she allows it to happen.

The setting is that we are a group of adventurers in a village that is mostly cut off from the world, solving problems for the village by doing quests posted at the local branch of the adventurers’ guild.

How can I reason with my game master so that she allows me to be something more than a combatant with a fancy hat? I have not talked with my game master yet. I am not sure how to approach her about this issue without sounding accusative and angry.

How to balance a campaign without a magical restoration

I’m currently GMing a Starfinder game for a group consisting of an Envoy, a Mechanic, two Soldiers, and an Operative. With the Operative acting as a jack-of-all-skills, I’m less worried about mystical story elements than I would be otherwise. My primary concern is dungeon and encounter balance, lacking magical healing in the group. The mechanic and one of the soldiers should be decent with the Medicine skill.

Assuming I’m not expecting them to spend all their money on healing serums… How well does technological/skill-based healing plus the Envoy’s “Inspiring Boost” taken at second level measure up to magical healing in terms of healing through extended dungeons? Assume for example, that I’m running through published modules. Should I tone down/reduce encounters or maybe lower enemy HP? Will the scaling of restoration abilities change at higher levels?

Is it possible to remove the attunement property of a magical items? [on hold]

D&D 5th Edition

By this im referring to a form of ritual or magical engineering to remove the attunment restriction of a magic item.

Short version

  1. A reasonable method of removing the attunement property of a magic item

  2. Possible risks if done incorrectly

  3. Ways of making it fair and worth it

  4. Not have it be a waste of time for the party for a neutered magic item

    Long winded version

Lets say I would use a dragon slaying sword that is a bane to all dragons who touch it. So how come this sword is that is being jabbed into a dragon’s eyeball not have its dragon slaying property? i can understand if a fire sword insist activated is does not get the fire bonus. But why doesn’t the sword that is a bane to dragon-kind (Bahaumutt and Tiamatt included) doesn’t affect it? i know that the attunement system is meant for balance, Fair enough. But I for one would like a method of removing said limitation if a player is willing to put in the effort.

And no, forcing the party to spend 500,000 gold and wait 20 years for a magic item attunement removal they may never use again is not fun.

Travel the fey wild, explore the abyss, blood of an arch fey, Hag secrets, messing with Orcus, the help of a sphinx

(If they are in good terms a Sphinx, I can imagine removing an attunement property of an item as a favor or thanks, they can send you back in time in their lair for pete’s sake. it must be in their realm of power to remove an attunment property).

Now THATS an adventure. and if they can do it themselves? let them. have some consequences if the fail badly, by that i dont mean DESTROY the item outright (unless its like 5 nat 1’s in a row, now that is just bad luck or you gave it to the barbarian with 6 INT instead of 22 INT wizard/alchemist).

Im referring to like removing 1-2 charges or along those lines, or cut it duration by 25% or 50% (unless its a REALLY short time like a minute or 30s, that just isn’t fun)

How does a bard become aware that their music has magical properties? Or must they actively choose it? And how would they learn?

So I have a (human) bard in D&D 5E, and wrote a backstory of how his mother was a singer and he enjoyed this when he was young, later in life he had some Gnome illusionist friends and he became interested in magic. And then what?

I’m aware of how/when spells are actually picked but those are just the game mechanics, I’m looking for the roleplay flavoring. What would be the moment where he knows he can do magic with his music? Does he need to actively choose to pursue this? And then how would he know what to do? Or does he notice some ‘tingling’ at some point?

Bard colleges only come at level 3 and aren’t very formal anyway, so that doesn’t seem to be it.

Canonical answers greatly appreciated.

Does hitting a creature with a magical creature counts as magical damage?

Half-Orc Barbarian Conan has been Enlarged, making him Large. During a fight against some Couatls, he managed to grappled one and beat it to death.

Now, having already something (the body of the dead Couatl) in his hands and being a tad affected by its current rage, Conan decides to strike a second Couatl with the first one. Laughs all around the table as the DM rules that he can indeed wield the corpse as an improvised weapon (bludgeoning), given the situation.

A Couatl is immune to non-magical bludgeoning, among other things. But given the fact that the first Couatl is a magical creature and has the Magic Weapons feature, does the damage counts as magical damage?

Magic Weapons: The couatl’s weapon attacks are magical.

If yes, would any “magical creatures” work for this purpose or only ones with the Magic Weapons feature?