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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Complete Arcane base classes
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="Felon" data-source="post: 2867070" data-attributes="member: 8158"><p>DIfferent people DM D&D in different ways. Some DM's run adventures on rigorous time tables, others allow adventurers to explore at their pace and rest virtually at will. Some prefer huge free-for-all battles, others prefer lots of small skirmishes. Some would prefer the emphasis to be on intrigue and social situations, some like dungeons filled with problem-solving elements, and some like hack-and-slash. In short, there are all kinds of ways to play the game, and that means that a usable-at-will ability will have a different level of impact from one campaign to another. That's where each DM has to make his own calls. Flexibility is good; so is knowing when to set boundaries. </p><p></p><p>For the problem-solving DM, he may want to create situations where a decision about expending party resources has to be made in order to overcome an obstacle. For the hack-n'-slash DM, he may want to keep players from having abilities that allow them to "kite-kill" monsters. In both those cases, they have to decide for their own campaign whether or not a character with the ability to fly or D-door at will is an acceptable deviation from what the typical 6th-level character is capable of.</p><p></p><p></p><p></p><p>Again, the use of the term "break" implies a certain level of extremity, that we're talking about something that inevitably dooms a campaign to implode. Like I said earlier in the thread, there are many gradients between fine and broken. A DM may find high stats, a spell, or a feat to simply be a hassle, and one way to prevent it from raising his hackles is simply to disallow it.</p><p></p><p>The warlock is particularly tricky, because he has so few invocations that he will naturally be inclined to use them repetitively in ways that a wizard or sorcerer with "virtually-at-will" capabilities would not. An 11th-level sorcerer may be capable of casting Evard's black tentacles seven times a day, but he can do enough other stuff that he probably won't. An 11th-level warlock whose sole greater invocation is chiling tentacles is much more likely to match or exceed that seven time-a-day limit, and it's not hard to see how that could be a bit excessive.</p></blockquote><p></p>
[QUOTE="Felon, post: 2867070, member: 8158"] DIfferent people DM D&D in different ways. Some DM's run adventures on rigorous time tables, others allow adventurers to explore at their pace and rest virtually at will. Some prefer huge free-for-all battles, others prefer lots of small skirmishes. Some would prefer the emphasis to be on intrigue and social situations, some like dungeons filled with problem-solving elements, and some like hack-and-slash. In short, there are all kinds of ways to play the game, and that means that a usable-at-will ability will have a different level of impact from one campaign to another. That's where each DM has to make his own calls. Flexibility is good; so is knowing when to set boundaries. For the problem-solving DM, he may want to create situations where a decision about expending party resources has to be made in order to overcome an obstacle. For the hack-n'-slash DM, he may want to keep players from having abilities that allow them to "kite-kill" monsters. In both those cases, they have to decide for their own campaign whether or not a character with the ability to fly or D-door at will is an acceptable deviation from what the typical 6th-level character is capable of. Again, the use of the term "break" implies a certain level of extremity, that we're talking about something that inevitably dooms a campaign to implode. Like I said earlier in the thread, there are many gradients between fine and broken. A DM may find high stats, a spell, or a feat to simply be a hassle, and one way to prevent it from raising his hackles is simply to disallow it. The warlock is particularly tricky, because he has so few invocations that he will naturally be inclined to use them repetitively in ways that a wizard or sorcerer with "virtually-at-will" capabilities would not. An 11th-level sorcerer may be capable of casting Evard's black tentacles seven times a day, but he can do enough other stuff that he probably won't. An 11th-level warlock whose sole greater invocation is chiling tentacles is much more likely to match or exceed that seven time-a-day limit, and it's not hard to see how that could be a bit excessive. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Complete Arcane base classes
Top