James Gasik
We don't talk about Pun-Pun
They're not the worst, but it does feel like what they latch onto and find interesting is rather...unpredictable.
Your accusation that i was listing "passive" events makes no sense -- or, at least, it makes a lot of assumptions based on what you want me to have said. In any case, the main reason travel isn't passive is because the players decide where to go and what to do on the road.Indeed. That's not my standard for passive. You'll note how I compared e.g. robbing the dragon's (actually hydra's in that case) cave after it had passed as an active event to hiding until the dragon flew past as a passive one. We didn't roll initiative for the hydra either because it wasn't there - which was the point.
Or allow teleportation but make it risky and-or less reliable.Or not allow teleportation because it is boring and boring is by definition the antithesis of fun.
Of course the players help write the story. But if power creep removes large swaths, then it can be a hinderance - for both DM and player. For example, take the exploration pillar. Skill creep makes anything other than Very Hard or Nearly Impossible the only two viable options for a say, a chest that needs unlocking. Why would (or how would) 99% of the chests owned by (fill in the blank for creature) have a chest that difficult. They wouldn't. Another example would be natural terrain. By eighth or sixth and sometimes even fourth level, most of it is meaningless.That seems to me to be a strongly stated argument in favour of power creep. The DM shouldn't be writing the story - the story should be about the PCs and their actions and choices.
I agree, restrictions do breed creativity. Rush always said so, so it must be true. That said, in D&D's system, it sometimes makes heroic things appear commonplace - for good and bad.Not really.
“Restrictions breed creativity” applies to the DM as well as the players. How they react to the players’ power lets them decide how their plot actually functions in their game.
If power creep for players is based on an "infinitessimal range of options compared to the DM", why do some get so concerned about it? Is it a reaction to past edition pain?One could - but given that the players have an infinitessimal range of options compared to the DM I don't consider this much of a problem unless we get full 3.5 wizards back.
Of course the players help write the story. But if power creep removes large swaths, then it can be a hinderance - for both DM and player. For example, take the exploration pillar. Skill creep makes anything other than Very Hard or Nearly Impossible the only two viable options for a say, a chest that needs unlocking. Why would (or how would) 99% of the chests owned by (fill in the blank for creature) have a chest that difficult. They wouldn't. Another example would be natural terrain. By eighth or sixth and sometimes even fourth level, most of it is meaningless.
This isn't necessarily a knock, but looking heroic, which is often what the players want their character's to do, immediately starts to look mundane.
In some cases? Maybe, if a power creep issue was a bad experience. Clerics benefited from massive power creep across 3.5e’s existence and while some of the new options were nice (like feats that let you use turning for other things), certain magic items appeared (nightsticks) that blew the roof even farther off that dump. A lot of new spells also added to the power creep. And with druid wildshaping, some monsters in later books were much better options than when the power first appeared. Both of those represented major power creep within the same edition. And for those who played AD&D, several factors added together to give spellcasters MASSIVE power creep in 3.5 compared to previous editions that really messed with people’s conceptions coming from one edition to another.If power creep for players is based on an "infinitessimal range of options compared to the DM", why do some get so concerned about it? Is it a reaction to past edition pain?
Sure but if you're in the trenches running a game and a player comes to you with a new build, and you're building encounters correctly and using monster manual critters and suddenly you realize that this guy is doing more damage, taking less damage, and seems to have no particular weaknesses, it's ok to be like "now...hold on a minute!".
While I won't go far as to say I like it, this sort of power creep is good if it corrects prior imbalances. Unfortunately, that is most often NOT the case.So I guess I like power creep if means the average is being raised, by improving weak options, without raising the top end.