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[DMs] Dealing with player's who have "ineffective" builds...
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<blockquote data-quote="PatrickLawinger" data-source="post: 2982982" data-attributes="member: 2735"><p>Okay, normally I wouldn't respond without reading the rest of the thread but the website is slow for me this evening and my wife wants to use this machine ...</p><p></p><p>These are just my opinions:</p><p></p><p>I plan encounters based on what I consider to be "party strength." If you are 5th level characters you should have access to 3rd level spells. If you don't, you'll have to find another solution. that being said, I do not design encounters with a single answer to them (ie the magic plate that needs a fireball and nothing else cast at it or some such thing). Player creativity is rewarded. If they come up with a reasonable solution, I go with it. Keep in mind, a Cleric 2/ Wizard 2 can still buy and use scrolls requiring a higher caster level, it is just riskier for them to use them. Rogues can use wands and scrolls as well.</p><p></p><p>I do try to avoid combat encounters that would force the PCs to use spells they don't have. If such an encounter comes up, I make sure they have at least had the opportunity to find scrolls or magic items they could use in that encounter.</p><p></p><p>As far as fudging: I roll in the open. I pretty much can't fudge. I roll a 20, they know they are hit, I roll a 1, they know I failed the saving throw. That is simply the way people I play with play the game. If you use a DM screen it is probably easier to fudge and let people live. If you fudge and they know it, they (at least most folks I know) won't like it. </p><p></p><p>Personally, if there isn't a threat of death (um, character death) there is no challenge, if there is no challenge, there is no reason to play.</p><p></p><p>This probably makes me sound like an adversarial DM. I am not. I tailor adventures, adventure hooks, etc. to PCs role-playing backgrounds. I just don't nerf encounters or fudge for them. We all seem to have a good time. What you do with your group and players could be very different and only you can decide how to approach it.</p><p></p><p>How is that for totally not helping? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="PatrickLawinger, post: 2982982, member: 2735"] Okay, normally I wouldn't respond without reading the rest of the thread but the website is slow for me this evening and my wife wants to use this machine ... These are just my opinions: I plan encounters based on what I consider to be "party strength." If you are 5th level characters you should have access to 3rd level spells. If you don't, you'll have to find another solution. that being said, I do not design encounters with a single answer to them (ie the magic plate that needs a fireball and nothing else cast at it or some such thing). Player creativity is rewarded. If they come up with a reasonable solution, I go with it. Keep in mind, a Cleric 2/ Wizard 2 can still buy and use scrolls requiring a higher caster level, it is just riskier for them to use them. Rogues can use wands and scrolls as well. I do try to avoid combat encounters that would force the PCs to use spells they don't have. If such an encounter comes up, I make sure they have at least had the opportunity to find scrolls or magic items they could use in that encounter. As far as fudging: I roll in the open. I pretty much can't fudge. I roll a 20, they know they are hit, I roll a 1, they know I failed the saving throw. That is simply the way people I play with play the game. If you use a DM screen it is probably easier to fudge and let people live. If you fudge and they know it, they (at least most folks I know) won't like it. Personally, if there isn't a threat of death (um, character death) there is no challenge, if there is no challenge, there is no reason to play. This probably makes me sound like an adversarial DM. I am not. I tailor adventures, adventure hooks, etc. to PCs role-playing backgrounds. I just don't nerf encounters or fudge for them. We all seem to have a good time. What you do with your group and players could be very different and only you can decide how to approach it. How is that for totally not helping? ;) [/QUOTE]
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