Question for you then DogBackward:
Do you believe that D&D should try to balance characters? What do you see as an imbalance? Do you think that there are any abilities that are too powerful or inappropriate for GAME DESIGNERS to publish? Forget the DM for a sec. What about the people who write the rules? Shouldn't they have some guidelines and consistency in what they're selling?
Yes, I believe that the creators of the game should use balance when creating their stuff. And guess what?
They do. There really isn't anything out there, that isn't 3rd party, that could honestly break the game, unless you, as the DM, let it. They do have guidelines and consistancy. They've got years and years of experience at this, dude, and frankly? I think they're doing a pretty damn good job at it.
Game design is important too. There are some situations, like the RPGA, where not only do you not want to tailor everything to the PCs but in many cases the players don't want this either. There is a shared experience from playing adventure modules and if they have to be garbled to the point where no one recognizes the encounters at cons or when chatting then you lose that shared experience. I'm fortunate to be in several campaigns at the moment, some very tailored and some less so, and it seems wrong somehow to force DMs to have to constantly throw clerics at a party simply because a class is designed poorly.
See, the thing is, DnD adventures are a universal thing. You don't have to have played the same module to share experiences. Everybody's had the "Holy crap, how the
hell did we survive that?" experience, and so everyone can share in it. And really, I'd rather have each person share their own,
unique experiences than have everybody relate how they went through the exact same thing.
And honestly, if the majority of your enemies in a campaign are clerics you don't think your players might think that's lame? What if they don't want to play in a campaign that has clerics rebuking, turning or zapping the dread necromancer's horde at every turn? What then?
I never said anything like this. In fact, I specifically said you should let the guy have some time to shine. But you don't have to let his minions destroy your adventure. For one, all these huge skels really do is stand there and get smashed by the bad-guys. So, your player has his fun, and is useful, and your NPC's get to take out his skeletons in the end anyway. You don't have to plunk clerics everywhere, not at all. But one cleric, set up as the loyal servant of the BBEG, can make sure that even if his skeletons survive the entire adventure, (which is doubtful) and he manages to squeeze them all into the final lair (also doubtful) that they still won't impact the bad guy much, as they'll either be cowering due to rebuking or fleeing due to turning.
It has nothing to do with being lazy, it has to do with having the freedom to create a realistic, freeform setting. Campaign worlds (and campaigns) should not always center around a party (though they usually should try).
Seriously? Every game should center on the players. That's what good storytelling is about. The Lord of the Rings Trilogy was great because, among other things, it followed the travels of a group of heroes across the land. These heroes got to do some really impressive struff along the way, which also makes for a great story. DnD is about telling the story of a small group of adventurous heroes.
If you really want to make a "freeform setting", go ahead. But like I already said, it's your own damn fault if your characters trample your game. It is impossible to find and house rule away every single thing that could possilby be unbalanced. The only way to make certain you run a good, balanced game is to... well, I guess you'd have to take into accoutn what your characters can do, and plan accordingly. Hey, that sounds familiar...
And you mention the houserule you made, which is nice, but it definately isn't in the RAW. Just want to point that out again.
That's fine, I was giving my input on what might help. Honestly? I wouldn't really use it, myself. For one, where are your players going to find a 20 HD dead thing? Not to mention, in a world where magic is commonplace, most mages would know that onyx is generally used to animate the dead. So, in the commonly neutral/lawful good societies, good luck finding that much onyx for sale in one place.
Finally, balance is for the rest of the table too. If one player says "if it wasn't for me we'd all be dead" too many times then the rest of the table start to get annoyed.
Then don't let that happen too many times. Jeez, did you read what I've been saying? You are the DM, you set the pace and the plot. If one person is doing too much, make sure that next session you give somebody else a chance to shine. Or hell, ad lib a chance for them to do it in this session.
Really, people, DM'ing is not for everyone. If you're not willing to put in the time and effort, then you've got no business running a game. I spent the first three years of my gaming "career" with a mediocre DM who rolled random encounters out of the MM. And at the time, I loved it. Then, later on, I met a Dm who actually knew what he was doing. He had a deep, involved plot with plenty of action, and made sure that everybody got to be important. And you know what? There is no way in hell I can go back to some guy randomly rolling monsters out of the MM.
If you're not good at organizing, don't DM. If you've got no imagination, don't DM. If you aren't willing, or simply can't, put the time in to make your game as good as you possilby can, then don't bother DM'ing. Being a DM is a big deal, and a big responsibility.You have to realize that it's not about you, or your story. It's about the players and theirs. If you want to tell your story, write a book. If you want to have a series of random fights and tactical battles that have nothing to do with your characters' histories, backgrounds, or current events, then play Warhammer.
And yes, I realize I'm a rather opinionated guy. But I've played under a truly great DM, and I know what it's like. And the usual "let's raid a dungeon" and "I rolled 73, so you're fighting a..." campaigns come nowhere close.