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Can Dominate disarm a person's weapon?
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<blockquote data-quote="eamon" data-source="post: 5235081" data-attributes="member: 51942"><p>Yeah, that's my experience too. I'd say tripping and enlarging were more problematic than sundering/disarming in 3.5. The last 3.5 campaign I ran went from level 1 to 14/15 and explicitly permitted pretty much anything; I actively encouraged "creative" combinations so long as they make sense in-game - this was a world, where it was expected for people to try to use (particularly low-level) magic creatively to make a living.</p><p></p><p>Someone figured out the standard trick of avoiding healing spells and just using bulk wands of cure light wounds - which is just fine, and all NPC's did that too. Someone figured out that dragon slaying was trivial using ray of clumsiness - but if a first level spell could be so devastating, it's only reasonable dragons would know of this and use equally simple countermeasures (e.g. scintillating scales). Yes, some combo's are broken - but it's <em>always</em> possible to find some component of the combo and change that component rather than just say "don't do that" without in-game motivation (e.g. the "Ray of" spells were altered to deal fixed damage rather than rolled damage to avoid empower+maximize problems); and then you're left with a world where PC's feel they're actually being challenged because the bad guys really are out to get them - even with dirty tricks, and that the only things the DM will limit are those that undermine the essence of the setting (such as low-level wizards commonly taking out ancient dragons).</p><p></p><p>It's OK if players sometimes outsmart you or that occasionally some combo crops up which, if permitted, should really be used by everybody always. The point isn't that you run a perfect game or that anything goes, the point is that the PC's have a choice, and especially <strong>that player's have the feeling that their choices really matter</strong>.So, I <em>try</em> to play so that any solution - no matter how "unfair" or unbalanced - works so long as it makes sense in game (including the assumption that non-unique effects will have be used by others - if making infinite oregano is permitted, it won't have a high market price).</p></blockquote><p></p>
[QUOTE="eamon, post: 5235081, member: 51942"] Yeah, that's my experience too. I'd say tripping and enlarging were more problematic than sundering/disarming in 3.5. The last 3.5 campaign I ran went from level 1 to 14/15 and explicitly permitted pretty much anything; I actively encouraged "creative" combinations so long as they make sense in-game - this was a world, where it was expected for people to try to use (particularly low-level) magic creatively to make a living. Someone figured out the standard trick of avoiding healing spells and just using bulk wands of cure light wounds - which is just fine, and all NPC's did that too. Someone figured out that dragon slaying was trivial using ray of clumsiness - but if a first level spell could be so devastating, it's only reasonable dragons would know of this and use equally simple countermeasures (e.g. scintillating scales). Yes, some combo's are broken - but it's [I]always[/I] possible to find some component of the combo and change that component rather than just say "don't do that" without in-game motivation (e.g. the "Ray of" spells were altered to deal fixed damage rather than rolled damage to avoid empower+maximize problems); and then you're left with a world where PC's feel they're actually being challenged because the bad guys really are out to get them - even with dirty tricks, and that the only things the DM will limit are those that undermine the essence of the setting (such as low-level wizards commonly taking out ancient dragons). It's OK if players sometimes outsmart you or that occasionally some combo crops up which, if permitted, should really be used by everybody always. The point isn't that you run a perfect game or that anything goes, the point is that the PC's have a choice, and especially [B]that player's have the feeling that their choices really matter[/B].So, I [I]try[/I] to play so that any solution - no matter how "unfair" or unbalanced - works so long as it makes sense in game (including the assumption that non-unique effects will have be used by others - if making infinite oregano is permitted, it won't have a high market price). [/QUOTE]
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