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General Tabletop Discussion
*Dungeons & Dragons
2024 - Do magic weapons bypass resistance now?
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<blockquote data-quote="James Gasik" data-source="post: 9645714" data-attributes="member: 6877472"><p>I mean, if you're an old hand, running the game your way is probably easier. But I think we have to look at what it means for a new DM when they encounter an element that runs contrary to what they have experienced. You may know perfectly how to employ Shadows, Wights, Rust Monsters, Were-things and thing-weres in order to make certain they are teaching events and not TPK's waiting to happen, because you have played with such things for a long time.</p><p></p><p>Now imagine the guy who played AL for a season, with short adventures, no retreats, limited rests, and battles with fairly basic tactical requirements (generally, "kill all enemies while using minimal resources"). You decide to start running games of your own, and either by accident (running a pre-written module) or design (you think monster X sounds cool or just picked something of the right CR) you put your party face to face with something they can't fight, and they haven't had to learn how to deal with things like that because pretty much all of their experience has led them to think that the answers to all problems are on their character sheets.</p><p></p><p>It might lead to a lesson learned. Or it might lead to frustration. Puzzle enemies might be a tool, but it's one that not everyone is able to use effectively. Best to let people who know how to use it do so, and not put it in the hands of someone lacking the skill.</p><p></p><p>You might say "well, how do they get the skill if we don't give them the opportunity", and that's a fair question. But I'd rather err on the side of "everyone has an enjoyable experience" than court with a potential ragequit.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9645714, member: 6877472"] I mean, if you're an old hand, running the game your way is probably easier. But I think we have to look at what it means for a new DM when they encounter an element that runs contrary to what they have experienced. You may know perfectly how to employ Shadows, Wights, Rust Monsters, Were-things and thing-weres in order to make certain they are teaching events and not TPK's waiting to happen, because you have played with such things for a long time. Now imagine the guy who played AL for a season, with short adventures, no retreats, limited rests, and battles with fairly basic tactical requirements (generally, "kill all enemies while using minimal resources"). You decide to start running games of your own, and either by accident (running a pre-written module) or design (you think monster X sounds cool or just picked something of the right CR) you put your party face to face with something they can't fight, and they haven't had to learn how to deal with things like that because pretty much all of their experience has led them to think that the answers to all problems are on their character sheets. It might lead to a lesson learned. Or it might lead to frustration. Puzzle enemies might be a tool, but it's one that not everyone is able to use effectively. Best to let people who know how to use it do so, and not put it in the hands of someone lacking the skill. You might say "well, how do they get the skill if we don't give them the opportunity", and that's a fair question. But I'd rather err on the side of "everyone has an enjoyable experience" than court with a potential ragequit. [/QUOTE]
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