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A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8153818" data-attributes="member: 7025508"><p>Good questions!</p><p></p><p>I really don't believe in blocking the PC abilities in that way. Sure, sometimes there might be logical reasons why something doesn't work, but if the GM keeps constantly constructing such to prevent the player from using their character's capabilities, then that's a rather dick move and will be frustrating to the player. My principle is that the players choose the capabilities of their characters for a reason and should be allowed to use them. If the GM thinks some capability would be a problem in the sort of game they want to run, then the right call is just not let the player to choose it in the first place. Granted, systems can be complex, and inexperienced GMs can be caught off guard. I actually went through all the spells in 5e in preparation of my upcoming campaign and simply banned a small number of them. The players get to choose from the rest and everything they choose will be useful.</p><p></p><p>And yes, I think D&D has a 'caster problem', though definitely 5e less so than 3e. A lot of spells simply let completely sidestep things that would be challenging (and interesting) to less magical characters. And the issue really isn't the existence of powerful reality editing powers. In Exalted (which is one of my favourite games despite my earlier complaints about specific mechanics) all characters are powerful magical superbeings with all sort of crazy powers and it works just fine. (Though perhaps sometimes a tad challenging to GM in the same way that writing good Superman stories is hard.) Having a game where the characters have no reality editing powers works just fine and having a game where they do works just fine. The issue arises when you try to place both types of characters in one game.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8153818, member: 7025508"] Good questions! I really don't believe in blocking the PC abilities in that way. Sure, sometimes there might be logical reasons why something doesn't work, but if the GM keeps constantly constructing such to prevent the player from using their character's capabilities, then that's a rather dick move and will be frustrating to the player. My principle is that the players choose the capabilities of their characters for a reason and should be allowed to use them. If the GM thinks some capability would be a problem in the sort of game they want to run, then the right call is just not let the player to choose it in the first place. Granted, systems can be complex, and inexperienced GMs can be caught off guard. I actually went through all the spells in 5e in preparation of my upcoming campaign and simply banned a small number of them. The players get to choose from the rest and everything they choose will be useful. And yes, I think D&D has a 'caster problem', though definitely 5e less so than 3e. A lot of spells simply let completely sidestep things that would be challenging (and interesting) to less magical characters. And the issue really isn't the existence of powerful reality editing powers. In Exalted (which is one of my favourite games despite my earlier complaints about specific mechanics) all characters are powerful magical superbeings with all sort of crazy powers and it works just fine. (Though perhaps sometimes a tad challenging to GM in the same way that writing good Superman stories is hard.) Having a game where the characters have no reality editing powers works just fine and having a game where they do works just fine. The issue arises when you try to place both types of characters in one game. [/QUOTE]
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