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So we might mess up, so what? Forked Thread: Fudging the Numbers in 3ed
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<blockquote data-quote="Khairn" data-source="post: 4621720" data-attributes="member: 20153"><p>el, I understand what you're saying and agree completely.</p><p></p><p>No matter what the edition, or even the system, a GM should never worry about the long term impact of making a "tweak" to a rule, class or ability during a game. A caveat I would add is that the GM should be able to understand what changed, and make a call if it was ultimately something that helped or hurt the fun of the game. If it ended up being a "mistake", don't do it again and go on with the rest of your game. If it worked for you and your players, remember what you did and do it again when the opportunity presents itself. The only other aspect of making changes I would make, is the importance of consistency. Once you've tried it out and finally made a call on adding or subtracting a rule, then stick with it. Don't flip flop back and forth.</p><p></p><p></p><p>I know this might not be a popular opinion, but the ability to "wing it" with monsters existed in earlier games, and was not a creation of 4E. It's been with us since Day 1. It appears to me that more than a few players seem to be under the impression that the 4E's take on building monsters is some kind of grand revelation. Almost as if the rules pulled back a veil that had been keeping GM and players blind for 'lo these many years. GM's have had that ability for many years. If you've never taken advantage of it, and only ran a game RaW, then you've missed out on some great fun.</p></blockquote><p></p>
[QUOTE="Khairn, post: 4621720, member: 20153"] el, I understand what you're saying and agree completely. No matter what the edition, or even the system, a GM should never worry about the long term impact of making a "tweak" to a rule, class or ability during a game. A caveat I would add is that the GM should be able to understand what changed, and make a call if it was ultimately something that helped or hurt the fun of the game. If it ended up being a "mistake", don't do it again and go on with the rest of your game. If it worked for you and your players, remember what you did and do it again when the opportunity presents itself. The only other aspect of making changes I would make, is the importance of consistency. Once you've tried it out and finally made a call on adding or subtracting a rule, then stick with it. Don't flip flop back and forth. I know this might not be a popular opinion, but the ability to "wing it" with monsters existed in earlier games, and was not a creation of 4E. It's been with us since Day 1. It appears to me that more than a few players seem to be under the impression that the 4E's take on building monsters is some kind of grand revelation. Almost as if the rules pulled back a veil that had been keeping GM and players blind for 'lo these many years. GM's have had that ability for many years. If you've never taken advantage of it, and only ran a game RaW, then you've missed out on some great fun. [/QUOTE]
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So we might mess up, so what? Forked Thread: Fudging the Numbers in 3ed
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