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High-Level Play: Nightmare for DMs?
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<blockquote data-quote="rushlight" data-source="post: 1684962" data-attributes="member: 3801"><p>Bah. Banning spells just because they are powerful is a sad replacement for not wanting to take the time to make the powerful stuff work the way they were intended. If your solution to dealing with powerful stuff is to ban it, then you should keep your campaign under 15th level or so. A good DM <strong>should</strong> take the time to think about the abilities of the players. Put the work in, and your players will appreciate it. </p><p> </p><p>I will say that I'm not opposed to banning things - I've limited my campaign to core rules only. But I don't feel that the spells in the core rules are unbalanced. Just being high level certainly doesn't make something unbalanced.</p><p> </p><p>The reverse is also true. The enemies of high level characters can do the exact same thing. Retreat, and attack when it's advantagous for <em>them.</em> If your players are afraid of a fight, sometimes the fight needs to come to them. </p><p> </p><p>All the spells you've complained about have practical solutions for the DM to keep the game on track. Sure, sometimes the PCs will use their powerful abilities to kill the monster quickly - that's ok. They've <em>earned</em> those abilities. Let them be used. Sometimes those abilities won't work when they like - that's fine too. </p><p> </p><p>So if we aren't talking about using those spells to kill the BBEG faster (or stay alive better), excatly what do you mean by "change the basic parameters of the game"?</p><p> </p><p>It seems to me that you are trying to keep the PCs in trapped their box rather than adapt to what the players do. You don't want them <em>Teleporting</em> anywhere, no <em>Gating</em> (or astrally travelling) to other planes, no bringing PCs back (without level loss), no taking down the bad guy in ways that you haven't prepaired for (like <em>Disjunction</em> or <em>Shapechange</em>). Perhaps you can clarify your position, as I may have misinterpreted. But I can tell you that from my many years of DMing experience, the players like to be free to roam around, be creative, and feel like they actually <em>benefit</em> from gaining levels and becoming more powerful.</p></blockquote><p></p>
[QUOTE="rushlight, post: 1684962, member: 3801"] Bah. Banning spells just because they are powerful is a sad replacement for not wanting to take the time to make the powerful stuff work the way they were intended. If your solution to dealing with powerful stuff is to ban it, then you should keep your campaign under 15th level or so. A good DM [b]should[/b] take the time to think about the abilities of the players. Put the work in, and your players will appreciate it. I will say that I'm not opposed to banning things - I've limited my campaign to core rules only. But I don't feel that the spells in the core rules are unbalanced. Just being high level certainly doesn't make something unbalanced. The reverse is also true. The enemies of high level characters can do the exact same thing. Retreat, and attack when it's advantagous for [i]them.[/i] If your players are afraid of a fight, sometimes the fight needs to come to them. All the spells you've complained about have practical solutions for the DM to keep the game on track. Sure, sometimes the PCs will use their powerful abilities to kill the monster quickly - that's ok. They've [i]earned[/i] those abilities. Let them be used. Sometimes those abilities won't work when they like - that's fine too. So if we aren't talking about using those spells to kill the BBEG faster (or stay alive better), excatly what do you mean by "change the basic parameters of the game"? It seems to me that you are trying to keep the PCs in trapped their box rather than adapt to what the players do. You don't want them [i]Teleporting[/i] anywhere, no [i]Gating[/i] (or astrally travelling) to other planes, no bringing PCs back (without level loss), no taking down the bad guy in ways that you haven't prepaired for (like [i]Disjunction[/i] or [i]Shapechange[/i]). Perhaps you can clarify your position, as I may have misinterpreted. But I can tell you that from my many years of DMing experience, the players like to be free to roam around, be creative, and feel like they actually [i]benefit[/i] from gaining levels and becoming more powerful. [/QUOTE]
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High-Level Play: Nightmare for DMs?
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