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4/26 Playtest: The Sorceror
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<blockquote data-quote="Asisreo" data-source="post: 9018567" data-attributes="member: 7019027"><p>Sure, but balance has always been at the DM's mercy. </p><p>Its an investment, which people do feel accomplishment from by just taking the investment itself. </p><p></p><p>I haven't abandoned anything. I still think its a balancing factor. </p><p></p><p>If a player feels like they don't want to have a dead-weight spell, they can always wait until <em>after</em> they've gotten the component before adding the spell to their list. That's something obvious that comes up when you actually talk to your players. </p><p></p><p>And I really can't stand it as a player when a DM is so afraid of inconveniencing me that they skip over game mechanics and interesting things just because it might make me a little sad. The DM doesn't need to coddle players like they can't understand how long-term goals work. And the players don't need the DM to ignore perfectly legitimate hooks just because they're afraid for the players. </p><p></p><p>If you sit down with the players like adults and say "hey, if you want to shapechange, you'll need to go on a quest. If you don't want to, that's fine. There's plenty of other spells you can choose." Or "well, the jade circlet will need to be crafted so you won't be able to use it on this adventure but maybe the next adventure you can add it to your spells known/prepared and have access to it." </p><p></p><p>And your players won't crumble like wet noodles because they can understand how games and adventures work. Its honestly disrespectful that DM's think they constantly have to baby their players or else the players will die. If your games are so boring and one-note that a side-quest threatens the fun, then the game wasn't in great form to begin with. </p><p></p><p>You don't see people crying about side-quests in skyrim or oblivion because they understand that it will make them more powerful.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 9018567, member: 7019027"] Sure, but balance has always been at the DM's mercy. Its an investment, which people do feel accomplishment from by just taking the investment itself. I haven't abandoned anything. I still think its a balancing factor. If a player feels like they don't want to have a dead-weight spell, they can always wait until [I]after[/I] they've gotten the component before adding the spell to their list. That's something obvious that comes up when you actually talk to your players. And I really can't stand it as a player when a DM is so afraid of inconveniencing me that they skip over game mechanics and interesting things just because it might make me a little sad. The DM doesn't need to coddle players like they can't understand how long-term goals work. And the players don't need the DM to ignore perfectly legitimate hooks just because they're afraid for the players. If you sit down with the players like adults and say "hey, if you want to shapechange, you'll need to go on a quest. If you don't want to, that's fine. There's plenty of other spells you can choose." Or "well, the jade circlet will need to be crafted so you won't be able to use it on this adventure but maybe the next adventure you can add it to your spells known/prepared and have access to it." And your players won't crumble like wet noodles because they can understand how games and adventures work. Its honestly disrespectful that DM's think they constantly have to baby their players or else the players will die. If your games are so boring and one-note that a side-quest threatens the fun, then the game wasn't in great form to begin with. You don't see people crying about side-quests in skyrim or oblivion because they understand that it will make them more powerful. [/QUOTE]
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