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Why Good Players Do Not 14.25.
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<blockquote data-quote="Cyrinishad" data-source="post: 7000282" data-attributes="member: 6808925"><p>Ah, I see. I'm sorry to hear that your DM experimented with a cure that was worse than the disease. I have certainly had similar missteps as a DM, and it took a lot of practice, but as with everything in life moderation is the key. Like I said in my previous post, that kind of an adjustment should be used <em>some</em> of the time, not the majority of the time. I have found that it is very important for the choices players make when building their characters to feel powerful and useful. If those choices aren't effective or don't have a meaningful impact on the story, then that undermines the entire point of building a character. However, it is incumbent upon the DM to provide a wide variety of challenges that make a character's default strategies sub-optimal, and require players to adapt to circumstances. If the DM does not do that, it undermines the entire point of choices in customizing a character, and ultimately results in the illusion of choices surrounding a single optimal/effective character design.</p><p></p><p>Your comment about Sorcerers continues to reflect your presumption that the amount of damage a character does is somehow the defining metric of the game. I am trying to help you realize that damage output is not analogous to character efficacy.</p></blockquote><p></p>
[QUOTE="Cyrinishad, post: 7000282, member: 6808925"] Ah, I see. I'm sorry to hear that your DM experimented with a cure that was worse than the disease. I have certainly had similar missteps as a DM, and it took a lot of practice, but as with everything in life moderation is the key. Like I said in my previous post, that kind of an adjustment should be used [I]some[/I] of the time, not the majority of the time. I have found that it is very important for the choices players make when building their characters to feel powerful and useful. If those choices aren't effective or don't have a meaningful impact on the story, then that undermines the entire point of building a character. However, it is incumbent upon the DM to provide a wide variety of challenges that make a character's default strategies sub-optimal, and require players to adapt to circumstances. If the DM does not do that, it undermines the entire point of choices in customizing a character, and ultimately results in the illusion of choices surrounding a single optimal/effective character design. Your comment about Sorcerers continues to reflect your presumption that the amount of damage a character does is somehow the defining metric of the game. I am trying to help you realize that damage output is not analogous to character efficacy. [/QUOTE]
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