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<blockquote data-quote="Shallown" data-source="post: 1139806" data-attributes="member: 1368"><p>I allow pretty much everything in my game. I keep it under control becuase of several reasons.</p><p></p><p>1) if a player intorduces something overpowered then the bad guys can use it as well. Which is enough to scare most players.</p><p>2) I can adjust my game to be a challenge regardless of what they bring in.</p><p>3) I trust my players to know better and for the most part they do.</p><p></p><p>I don't have clear cut rules sets. I do what is logical within the context of the game world and let it go from there.</p><p></p><p>For example the players have been searching for a set of magical items that are more or less artifacts. I let them have the items without worry of a power imbalance for several reasons. </p><p></p><p>I talked up how powerfully dangerous such items are and described earlier games to the point my players are scared to mess with artifacts.</p><p></p><p>The artifacts though powerful are powerful in ways useless to the party either by being evil or universally destructive or some other balancing factor. Example a tank is powerful weapon but not useful to a spelunker regardless of what he may run into in the dungeon below.</p><p></p><p>The normal rules of magic do not apply so they are unsure what the cause an effect is for use of the artifacts or how the "physics" of magic apply to the items.</p><p></p><p>Just how I do things in regard to rule sets. The artifacts in the example don't have a list of abilities or spells per day the can cast, heck they barely have names beyond their descripions (The bowl, the Book etc.) So old and scary are they.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1139806, member: 1368"] I allow pretty much everything in my game. I keep it under control becuase of several reasons. 1) if a player intorduces something overpowered then the bad guys can use it as well. Which is enough to scare most players. 2) I can adjust my game to be a challenge regardless of what they bring in. 3) I trust my players to know better and for the most part they do. I don't have clear cut rules sets. I do what is logical within the context of the game world and let it go from there. For example the players have been searching for a set of magical items that are more or less artifacts. I let them have the items without worry of a power imbalance for several reasons. I talked up how powerfully dangerous such items are and described earlier games to the point my players are scared to mess with artifacts. The artifacts though powerful are powerful in ways useless to the party either by being evil or universally destructive or some other balancing factor. Example a tank is powerful weapon but not useful to a spelunker regardless of what he may run into in the dungeon below. The normal rules of magic do not apply so they are unsure what the cause an effect is for use of the artifacts or how the "physics" of magic apply to the items. Just how I do things in regard to rule sets. The artifacts in the example don't have a list of abilities or spells per day the can cast, heck they barely have names beyond their descripions (The bowl, the Book etc.) So old and scary are they. Later [/QUOTE]
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