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DISCREPANCY: The Game of Imbalance
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<blockquote data-quote="haakon1" data-source="post: 5973584" data-attributes="member: 25619"><p>Nod. In addition, what works for me:</p><p></p><p>1) Trust the players. Trust each player to chose a character they want to play. Trust the players to act as a team. In baseball, I don't expect an outfielder to be jealous that the pitcher gets to pitch. Why should D&D players be jealous of other people's characters contributing to the team?</p><p></p><p>2) Don't play a high level game. I don't like high level play anyhow, but I assume Angel Summoner v. BMX Bandit situations, if they exist in reality at all, are mostly a problem in high level play. I've never played or run anything higher than 13th level (in AD&D and 3e).</p><p></p><p>3) Roleplay the NPC's and monsters, don't leave them as static encounters waiting to die when the PC's show up. I see a lot of complaints about how mages can spam the same tactic over and over, "nova and take a 15 minute work day", or how tactics like Invisibility are unstoppable by those without magic. If the enemy is intelligent and pro-active, this isn't going to work for long. I know lots of old school anti-Invisibility tactics, so my wizened old kobold king might teach his minions some too. </p><p></p><p>4) No free lunch in my campaign. We always start at 1st level. Choices for players starting later are:</p><p>-- Start at first level and earn it, like everyone else. I'm OK with ECL's "for free" from a different race if they have a character concept like that.</p><p>-- Take over an existing PC from someone bowing out.</p><p>-- Take over an existing NPC, weaker than the weakest in the existing party.</p><p></p><p>The XP rules mean they get close to catching up quickly anyhow, and enforcing this style for leveling means "everybody earned their character, so no complaints". The Wizard didn't just spring up fully formed and full of puissance -- he had to pay his dues with Magic Missile and a crossbow, same as everyone else.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5973584, member: 25619"] Nod. In addition, what works for me: 1) Trust the players. Trust each player to chose a character they want to play. Trust the players to act as a team. In baseball, I don't expect an outfielder to be jealous that the pitcher gets to pitch. Why should D&D players be jealous of other people's characters contributing to the team? 2) Don't play a high level game. I don't like high level play anyhow, but I assume Angel Summoner v. BMX Bandit situations, if they exist in reality at all, are mostly a problem in high level play. I've never played or run anything higher than 13th level (in AD&D and 3e). 3) Roleplay the NPC's and monsters, don't leave them as static encounters waiting to die when the PC's show up. I see a lot of complaints about how mages can spam the same tactic over and over, "nova and take a 15 minute work day", or how tactics like Invisibility are unstoppable by those without magic. If the enemy is intelligent and pro-active, this isn't going to work for long. I know lots of old school anti-Invisibility tactics, so my wizened old kobold king might teach his minions some too. 4) No free lunch in my campaign. We always start at 1st level. Choices for players starting later are: -- Start at first level and earn it, like everyone else. I'm OK with ECL's "for free" from a different race if they have a character concept like that. -- Take over an existing PC from someone bowing out. -- Take over an existing NPC, weaker than the weakest in the existing party. The XP rules mean they get close to catching up quickly anyhow, and enforcing this style for leveling means "everybody earned their character, so no complaints". The Wizard didn't just spring up fully formed and full of puissance -- he had to pay his dues with Magic Missile and a crossbow, same as everyone else. [/QUOTE]
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