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Attack of the Clones: Simulacrum
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<blockquote data-quote="pming" data-source="post: 6551654" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> Two things come to mind right off the bat. First, it's made partially of "ice and snow". That's gotta be a fairly large limiter, but lets say you are high up in the mountians or in the Great White North or something, so that's not much of a problem.</p><p></p><p> The second is a bit more "DM interpretation'ey". The sentence that says something to the effect of "the simulacrum lacks the ability to learn or become more powerful". That's where I'd focus on as a DM if I had a pi$$y player trying to pull these kinds of power-gaming-I-wanna-win tomfoolery. In such a case, I'd ask the player"Well, what is your reasoning for creating this Simulacrum?". If his reasoning was "To create a nigh-unstoppable army of obedient 20th level wizard slaves and take over the world! Muw-ah-ha-ha-ha-haaaa!"...I'd put that instantly into the "...become more powerful" part and disallow any Simulacrum from creating another Simulacrum, because the end result is that the casting Simulacrum has "become more powerful" by proxy.</p><p></p><p>If the player said "I want to get the Simulacrum to go deliver the ultimatum to The Dread Great Dark Lord of the Caves while the rest of us scry and see if he falls for it"...no problem. In this case the Simulacrum's goal isn't power, it's utility.</p><p></p><p>Basically, I used to DM all "how/where can I find a rule that refutes this players power-grab?", so that I didn't have to actually confront the <em>player</em> about what he is doing. I stopped doing that decades ago. Now when I see a player try and manipulate the rules for no reason other than to try and "mess with the game", who's core desire isn't to help everyone at the table build a good story or encourage everyone to have a better time...I just say "No". If the player asks why, I outright tell him the truth. Usually something like "The only reason you want to do this is to have your character become more powerful and be able to have your clones take all the risks while you get all the rewards. You aren't doing this for character reasons...you're doing them purely for power gaming reasons. Right?". The first couple of times I confronted a player about this, they got all red-faced, sputtered something about "no...not really...uh...never mind...uh...yeah.....hmmmm........" because they knew they had been "caught" trying to "cheat" at an RPG. Now, when one of them starts to get lead down this dark road I can just say "Really? Your character is doing this....why again?"...they know what's up and modify or otherwise reign it in a bit. </p><p></p><p>So far, this "confront the player, not the character" approach has worked 10 out of 10 times and made for a MUCH better gaming experience for everyone at the table.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6551654, member: 45197"] Hiya. Two things come to mind right off the bat. First, it's made partially of "ice and snow". That's gotta be a fairly large limiter, but lets say you are high up in the mountians or in the Great White North or something, so that's not much of a problem. The second is a bit more "DM interpretation'ey". The sentence that says something to the effect of "the simulacrum lacks the ability to learn or become more powerful". That's where I'd focus on as a DM if I had a pi$$y player trying to pull these kinds of power-gaming-I-wanna-win tomfoolery. In such a case, I'd ask the player"Well, what is your reasoning for creating this Simulacrum?". If his reasoning was "To create a nigh-unstoppable army of obedient 20th level wizard slaves and take over the world! Muw-ah-ha-ha-ha-haaaa!"...I'd put that instantly into the "...become more powerful" part and disallow any Simulacrum from creating another Simulacrum, because the end result is that the casting Simulacrum has "become more powerful" by proxy. If the player said "I want to get the Simulacrum to go deliver the ultimatum to The Dread Great Dark Lord of the Caves while the rest of us scry and see if he falls for it"...no problem. In this case the Simulacrum's goal isn't power, it's utility. Basically, I used to DM all "how/where can I find a rule that refutes this players power-grab?", so that I didn't have to actually confront the [I]player[/I] about what he is doing. I stopped doing that decades ago. Now when I see a player try and manipulate the rules for no reason other than to try and "mess with the game", who's core desire isn't to help everyone at the table build a good story or encourage everyone to have a better time...I just say "No". If the player asks why, I outright tell him the truth. Usually something like "The only reason you want to do this is to have your character become more powerful and be able to have your clones take all the risks while you get all the rewards. You aren't doing this for character reasons...you're doing them purely for power gaming reasons. Right?". The first couple of times I confronted a player about this, they got all red-faced, sputtered something about "no...not really...uh...never mind...uh...yeah.....hmmmm........" because they knew they had been "caught" trying to "cheat" at an RPG. Now, when one of them starts to get lead down this dark road I can just say "Really? Your character is doing this....why again?"...they know what's up and modify or otherwise reign it in a bit. So far, this "confront the player, not the character" approach has worked 10 out of 10 times and made for a MUCH better gaming experience for everyone at the table. ^_^ Paul L. Ming [/QUOTE]
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