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Critical Hits - why, and why not?
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<blockquote data-quote="N'raac" data-source="post: 6678044" data-attributes="member: 6681948"><p>I'll single this out separately as it's off topic. If it actually adds anything to the discussion, I started playing in the fall of 1980, and started DMing not long after, so that's going on 35 years now. If that helps you place my comments in context, great.</p><p></p><p>However, I've seen plenty of really good players and GM's with far less time invested. I've also had more than a few experiences when a raw newbie player added a lot to the game, or exposed weaknesses in its mechanics, when he tried to do something that the more jaded "standard tactic" players would never have considered, often because the game rules were ill equipped to handle that particular action. Something as simple as disarming a foe, or breaking his weapon, isn't really considered in 1e or 2e D&D. Many of us confronted with an odd problem immediately start looking for a spell to solve it, instead of thinking it through.</p><p></p><p>Knights of the Dinner Table had a fantastic example a few months ago, in an "old school dungeon" context. You open the door, and there is a huge gemstone on a pedestal. Spells and searches later, no traps are believed to be in the room. Character walks in, gemstone vanishes. Characters leave and come back, gemstone is back. Various different spells and strategies employed to retrieve the gem. All unsuccessful. Until </p><p></p><p>[spoiler]Go into the room.</p><p></p><p>Gem disappears.</p><p></p><p>Close the door.</p><p></p><p>Gem reappears.</p><p></p><p>Take the gem and leave the room.</p><p></p><p>Well done![/spoiler]</p><p></p><p>It was funny only because it was so true to actual game play.</p><p></p><p>On the other side of the coin, I've met no shortage of long-term gamers and GM's that I would not game with. Some treat their characters as disposable playing pawns, investing them with no personality, and have no ability to actually role play, just stack modifiers. Others are out for PvP and personal power above all else (the whole Munchkin line has been very successful largely because we all know such gamers), or may tone that down and are "only" power gamers within the party group. There's no shortage of threads on these boards alone about problem players and GM's, many of whom have been playing/GMing for many years. </p><p></p><p>In short "I've been doing this a long time" doesn't prove much. Some people learn and grow from experience. Others do not, or even become worse.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6678044, member: 6681948"] I'll single this out separately as it's off topic. If it actually adds anything to the discussion, I started playing in the fall of 1980, and started DMing not long after, so that's going on 35 years now. If that helps you place my comments in context, great. However, I've seen plenty of really good players and GM's with far less time invested. I've also had more than a few experiences when a raw newbie player added a lot to the game, or exposed weaknesses in its mechanics, when he tried to do something that the more jaded "standard tactic" players would never have considered, often because the game rules were ill equipped to handle that particular action. Something as simple as disarming a foe, or breaking his weapon, isn't really considered in 1e or 2e D&D. Many of us confronted with an odd problem immediately start looking for a spell to solve it, instead of thinking it through. Knights of the Dinner Table had a fantastic example a few months ago, in an "old school dungeon" context. You open the door, and there is a huge gemstone on a pedestal. Spells and searches later, no traps are believed to be in the room. Character walks in, gemstone vanishes. Characters leave and come back, gemstone is back. Various different spells and strategies employed to retrieve the gem. All unsuccessful. Until [spoiler]Go into the room. Gem disappears. Close the door. Gem reappears. Take the gem and leave the room. Well done![/spoiler] It was funny only because it was so true to actual game play. On the other side of the coin, I've met no shortage of long-term gamers and GM's that I would not game with. Some treat their characters as disposable playing pawns, investing them with no personality, and have no ability to actually role play, just stack modifiers. Others are out for PvP and personal power above all else (the whole Munchkin line has been very successful largely because we all know such gamers), or may tone that down and are "only" power gamers within the party group. There's no shortage of threads on these boards alone about problem players and GM's, many of whom have been playing/GMing for many years. In short "I've been doing this a long time" doesn't prove much. Some people learn and grow from experience. Others do not, or even become worse. [/QUOTE]
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Critical Hits - why, and why not?
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