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<blockquote data-quote="Gradine" data-source="post: 6868749" data-attributes="member: 57112"><p>Who is more complain-y? The complainer, or the one who complains about him?</p><p></p><p>Complaining about complaining is not only counterproductive, it's counter-intuitive. Is it true that "identifying the problem(s)" is a crucial step of problem solving? Yes. Is it also true that "identifying potential solutions" is also a crucial step, and without it the previous step is largely fruitless, screaming into the void? Yes.</p><p></p><p>One would think, though, that rather than engaging in more fruitless problem-identifying about how identifying problems without asking for or seeking solutions is counter-productive; the easier and more logical way to move the discussion to a more productive place would be... moving it there yourself?</p><p></p><p>Take the OP, for instance, which identifies 5 potential problems. I don't really agree that #5 is a problem; and in fact accepting "rulings not rules" as a feature and not a bug has allowed me to largely ignore or easily resolve problems #1, #4, and a to a somewhat lesser extent #3 (of which there has been a good deal of constructive discussion in this thread about). #2, however, sticks in my craw as well, particularly as someone who always wanted to but never got the chance to DM 4e. But I've learned long ago when preparing my session notes how to write-up enemies (even those from the MM) in a pseudo-4e style that makes running them vastly easier and more interesting for me. For spellcasters that usually means narrowing down their MM spell-lists to a few signature spells, usually 1-2 at-will cantrips and a handful (depending on the caster's power level) of other higher levels spells they tend to prefer, either allowing x/day or even bringing back the recharge mechanic for spells that, tactically, they should be spamming but would make for a largely uninteresting encounter if that's all they did. For encounters with multiple versions of the same spell-casting enemy this allows me to diversify and specialize them so the players feel like they're fighting actual people (or non-"people" entities) with personalities and preferences and not carbon copies of each other, a problem even 4e monster design philosophy sometimes struggled with.</p><p></p><p>Yeah it's a lot more work but I find it makes running the actual encounters way more satisfying as a result.</p></blockquote><p></p>
[QUOTE="Gradine, post: 6868749, member: 57112"] Who is more complain-y? The complainer, or the one who complains about him? Complaining about complaining is not only counterproductive, it's counter-intuitive. Is it true that "identifying the problem(s)" is a crucial step of problem solving? Yes. Is it also true that "identifying potential solutions" is also a crucial step, and without it the previous step is largely fruitless, screaming into the void? Yes. One would think, though, that rather than engaging in more fruitless problem-identifying about how identifying problems without asking for or seeking solutions is counter-productive; the easier and more logical way to move the discussion to a more productive place would be... moving it there yourself? Take the OP, for instance, which identifies 5 potential problems. I don't really agree that #5 is a problem; and in fact accepting "rulings not rules" as a feature and not a bug has allowed me to largely ignore or easily resolve problems #1, #4, and a to a somewhat lesser extent #3 (of which there has been a good deal of constructive discussion in this thread about). #2, however, sticks in my craw as well, particularly as someone who always wanted to but never got the chance to DM 4e. But I've learned long ago when preparing my session notes how to write-up enemies (even those from the MM) in a pseudo-4e style that makes running them vastly easier and more interesting for me. For spellcasters that usually means narrowing down their MM spell-lists to a few signature spells, usually 1-2 at-will cantrips and a handful (depending on the caster's power level) of other higher levels spells they tend to prefer, either allowing x/day or even bringing back the recharge mechanic for spells that, tactically, they should be spamming but would make for a largely uninteresting encounter if that's all they did. For encounters with multiple versions of the same spell-casting enemy this allows me to diversify and specialize them so the players feel like they're fighting actual people (or non-"people" entities) with personalities and preferences and not carbon copies of each other, a problem even 4e monster design philosophy sometimes struggled with. Yeah it's a lot more work but I find it makes running the actual encounters way more satisfying as a result. [/QUOTE]
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