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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="tetrasodium" data-source="post: 8545751" data-attributes="member: 93670"><p>You can say that, but doing so doesn't add up with your stated reasons & creates a few problems that need addressing at the table.</p><p></p><p> This started out with you suggesting collecting a random object every day so that you could use teleport to effectively evac from bad situations. I don't run d&d like a dcc funnel and think I can safely say that is very much normal. Given that normal baseline, having a back pocket evac in the waiting should not be needed unless they intend to do things like become a super villian out of the blue without warning. If a player still thinks it is needed for reasons other than surviving chaotic stupid campaign melting scenarios after pointing out that disconnect then having a more firmly linked object tied to a known safe place they can prepare that I can plan around should improve the ability for the purposes of their reason. </p><p></p><p></p><p> If pointing all of that out in a discussion doesn't accomplish that, then I as a gm need to know the real reason or can expect that it's because the player feels that they need to hide that reason in some sort of stupid adversarial player vrs gm plot surprise. In my experience those surprises often detract from the fun everyone has at the table and may require extra time to progress from without causing wider unfun campaign problems for players other than That Guy with the plot. Since I'm usually fairly permissive in allowing creative applications of abilities*</p><p> that seem logical I need to be extra vigilant about player activities that seem illogical* to avoid discovering that they hinge on exploiting some rules exception I created, that is extra true when the reasons given for why they are doing itdon't seem to match up with what they are doing like in this case</p><p></p><p>* both caster & martial abilities</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8545751, member: 93670"] You can say that, but doing so doesn't add up with your stated reasons & creates a few problems that need addressing at the table. This started out with you suggesting collecting a random object every day so that you could use teleport to effectively evac from bad situations. I don't run d&d like a dcc funnel and think I can safely say that is very much normal. Given that normal baseline, having a back pocket evac in the waiting should not be needed unless they intend to do things like become a super villian out of the blue without warning. If a player still thinks it is needed for reasons other than surviving chaotic stupid campaign melting scenarios after pointing out that disconnect then having a more firmly linked object tied to a known safe place they can prepare that I can plan around should improve the ability for the purposes of their reason. If pointing all of that out in a discussion doesn't accomplish that, then I as a gm need to know the real reason or can expect that it's because the player feels that they need to hide that reason in some sort of stupid adversarial player vrs gm plot surprise. In my experience those surprises often detract from the fun everyone has at the table and may require extra time to progress from without causing wider unfun campaign problems for players other than That Guy with the plot. Since I'm usually fairly permissive in allowing creative applications of abilities* that seem logical I need to be extra vigilant about player activities that seem illogical* to avoid discovering that they hinge on exploiting some rules exception I created, that is extra true when the reasons given for why they are doing itdon't seem to match up with what they are doing like in this case * both caster & martial abilities [/QUOTE]
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