Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Close Burst 1 - when is it not a close burst ??
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5898066" data-attributes="member: 82106"><p>There's a big difference between telling a player that the power he uses may not work in whatever situation rubs the DM the wrong way. Players may or may not know ahead of time why or when the DM will nerf their powers. As someone stated above it can lead players to simply pick damage only powers that have generic fluff lest they tempt fate.</p><p></p><p>Giving an NPC/Monster distinctive powers which help drive its story and make narrative sense OTOH is in no way shape or form impacting the players in a negative way, how could it? My monsters powers work almost entirely by the power of narrative. Monsters in general are narrative beasts with mechanics included purely to facilitate their use.</p><p></p><p>For that matter if you want to houserule PC powers AHEAD OF TIME before the player has to decide to take them and add many complex clauses explaining exactly when they're going to work and not work, that's at least consistent and I don't really see a downside except it probably clutters up the game with things that are really rather rarely significant.</p><p></p><p>Honestly, there's nothing wrong with weird situations interacting with powers. In general though I'd want to err on the side of letting the PCs have more cool results than taking things away. DMs seem always tempted to find reasons to nerf things. Instead add coolness by making things work BETTER sometimes. The warden's Earthquake power doesn't just make the earth move, it accesses the power of the elements. Even the very air shudders and tosses, water, fire, etc too. Not going to come up often, but it will neatly explain most anything and the player gets to think "Oh, cool, that's even better than I ever knew!" while in reality the game goes on ahead fine because he got exactly what the rules gave him anyway. Sometimes PCs will get more than they are entitled to even, but again that should be cool. Indeed Scorching Burst can set the grass huts on fire, yippee! </p><p></p><p>The end result is you can take the sharp lines drawn by the mechanics and just blend them in. I have never yet had to tell a player that something they could do didn't work in order to do this. Narrative is more flexible than most people seem to be wanting to give it credit for.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5898066, member: 82106"] There's a big difference between telling a player that the power he uses may not work in whatever situation rubs the DM the wrong way. Players may or may not know ahead of time why or when the DM will nerf their powers. As someone stated above it can lead players to simply pick damage only powers that have generic fluff lest they tempt fate. Giving an NPC/Monster distinctive powers which help drive its story and make narrative sense OTOH is in no way shape or form impacting the players in a negative way, how could it? My monsters powers work almost entirely by the power of narrative. Monsters in general are narrative beasts with mechanics included purely to facilitate their use. For that matter if you want to houserule PC powers AHEAD OF TIME before the player has to decide to take them and add many complex clauses explaining exactly when they're going to work and not work, that's at least consistent and I don't really see a downside except it probably clutters up the game with things that are really rather rarely significant. Honestly, there's nothing wrong with weird situations interacting with powers. In general though I'd want to err on the side of letting the PCs have more cool results than taking things away. DMs seem always tempted to find reasons to nerf things. Instead add coolness by making things work BETTER sometimes. The warden's Earthquake power doesn't just make the earth move, it accesses the power of the elements. Even the very air shudders and tosses, water, fire, etc too. Not going to come up often, but it will neatly explain most anything and the player gets to think "Oh, cool, that's even better than I ever knew!" while in reality the game goes on ahead fine because he got exactly what the rules gave him anyway. Sometimes PCs will get more than they are entitled to even, but again that should be cool. Indeed Scorching Burst can set the grass huts on fire, yippee! The end result is you can take the sharp lines drawn by the mechanics and just blend them in. I have never yet had to tell a player that something they could do didn't work in order to do this. Narrative is more flexible than most people seem to be wanting to give it credit for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Close Burst 1 - when is it not a close burst ??
Top