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[DMs] Dealing with player's who have "ineffective" builds...
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<blockquote data-quote="green slime" data-source="post: 2981228" data-attributes="member: 1325"><p>Yes Orcus, those spells are powerful.</p><p></p><p>And 6th level pc's will most likely have access to <em>fly</em>. Yet Encounters should always be set up so that there is more than one way to circumnavigate them. Over-under-around-through.</p><p></p><p>It is perfectly feasible for a 6th level party <strong>not</strong> to have fly; one that has only a sorceror, rogue, cleric, and fighter. In this case, the sorceror may well have taken <em>dispel magic</em>.</p><p></p><p>Yet; arcane spellcasters can cast spells from scrolls, and what is more, it is a basic assumption of DnD 3x, that players can basically equip themselves within their means. So this means that even the party with a multiclassed arcane spellcasters (removing access to the highest level spells) can access 3rd level spells through scrolls. Finally, Use Magic Device is a skill available to both Rogues and Bards.</p><p></p><p>My point is that the unfolding story should require certain events/happenings/encounters, and these should not require a single "correct" method of solution. To do so is tedious, boring, unimaginative, stifling, and contrived. Real Life does not consist of black and white, and actions have consequences. Players selection their actions and deal with the consequences.</p><p></p><p>An encounter with a woodsman who knows the way to a shack, the PC's need to find may be resolved in a multitude of ways. Encountering a steep ravine, a blizzard, a flying castle, two twin necrophiliacs, whatever, should all be resolvable in a multitude of ways, just as real life is. I cannot for the life of me understand why a RPG, should hang on a single encounter requiring a very specific solution revolving around the pc's access to a single specific spell. This really strikes me as very bad design. That is like having an entire game revolve around a single roll of the die: Roll a d20. 1-16 you lose. 17-19 roll again. 20 you win. Because there is no guarantee that a WIzard has prepared the required spell, even if capable of casting it.</p></blockquote><p></p>
[QUOTE="green slime, post: 2981228, member: 1325"] Yes Orcus, those spells are powerful. And 6th level pc's will most likely have access to [i]fly[/i]. Yet Encounters should always be set up so that there is more than one way to circumnavigate them. Over-under-around-through. It is perfectly feasible for a 6th level party [b]not[/b] to have fly; one that has only a sorceror, rogue, cleric, and fighter. In this case, the sorceror may well have taken [i]dispel magic[/i]. Yet; arcane spellcasters can cast spells from scrolls, and what is more, it is a basic assumption of DnD 3x, that players can basically equip themselves within their means. So this means that even the party with a multiclassed arcane spellcasters (removing access to the highest level spells) can access 3rd level spells through scrolls. Finally, Use Magic Device is a skill available to both Rogues and Bards. My point is that the unfolding story should require certain events/happenings/encounters, and these should not require a single "correct" method of solution. To do so is tedious, boring, unimaginative, stifling, and contrived. Real Life does not consist of black and white, and actions have consequences. Players selection their actions and deal with the consequences. An encounter with a woodsman who knows the way to a shack, the PC's need to find may be resolved in a multitude of ways. Encountering a steep ravine, a blizzard, a flying castle, two twin necrophiliacs, whatever, should all be resolvable in a multitude of ways, just as real life is. I cannot for the life of me understand why a RPG, should hang on a single encounter requiring a very specific solution revolving around the pc's access to a single specific spell. This really strikes me as very bad design. That is like having an entire game revolve around a single roll of the die: Roll a d20. 1-16 you lose. 17-19 roll again. 20 you win. Because there is no guarantee that a WIzard has prepared the required spell, even if capable of casting it. [/QUOTE]
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