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DMG - breaking bounded accuracy already?
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<blockquote data-quote="ingeloak" data-source="post: 6496322" data-attributes="member: 61649"><p>it is up to the DM how he or she wants to run their game. i have made some initial mistakes regarding prematurely high character stats (i let them roll on a generous dice method) and had to correct it. i now have a house rule that no PC can have higher than an 18 score even after racial and feat mods are applied. </p><p></p><p>i discovered that a cleric with a 20 wisdom out of the gate and the right feat could never be surprised or ambushed (passive perception of 23 i think it was) and saw every secret and trap without trying. he was a walking radar platform. that took the challenge out of the game so i asked for stats to be rerolled. the players were not enthused, but they did it. some of them actually came out better the second time. the game moved forward and a good time was had by all.</p><p></p><p>it is up to the DM when rolling magical items for treasure how much to give out, which items should be given out, and when/if the players get something. as a rule i do not allow purchasing items in a shop. i have since relaxed this slightly, allowing a couple of minor uncommon items, scrolls and potions to be bought from curio shops, temples, and small-time local wizards. if your fighter gets all that stuff, its because the DM allowed it. same with those stat-raising books.</p><p></p><p></p><p></p><p>nicely done <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. my friend told me about an old module with not 1, but 7 vampires in it with their assorted minions and spawn. i find the idea of doing that module in 5th terrifying</p></blockquote><p></p>
[QUOTE="ingeloak, post: 6496322, member: 61649"] it is up to the DM how he or she wants to run their game. i have made some initial mistakes regarding prematurely high character stats (i let them roll on a generous dice method) and had to correct it. i now have a house rule that no PC can have higher than an 18 score even after racial and feat mods are applied. i discovered that a cleric with a 20 wisdom out of the gate and the right feat could never be surprised or ambushed (passive perception of 23 i think it was) and saw every secret and trap without trying. he was a walking radar platform. that took the challenge out of the game so i asked for stats to be rerolled. the players were not enthused, but they did it. some of them actually came out better the second time. the game moved forward and a good time was had by all. it is up to the DM when rolling magical items for treasure how much to give out, which items should be given out, and when/if the players get something. as a rule i do not allow purchasing items in a shop. i have since relaxed this slightly, allowing a couple of minor uncommon items, scrolls and potions to be bought from curio shops, temples, and small-time local wizards. if your fighter gets all that stuff, its because the DM allowed it. same with those stat-raising books. nicely done :). my friend told me about an old module with not 1, but 7 vampires in it with their assorted minions and spawn. i find the idea of doing that module in 5th terrifying [/QUOTE]
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