takasi
First Post
DogBackward said: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.
So they have never messed up. Do you believe it's possible to have an unwavering faith in a company, so much so that others might perceive that person to be a fanboy? Not that I'm implying you are, I just want to see if you acknowledge that while the title of the designer is well respected the design itself can still be discussed.
DogBackward said: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.
The player descriptions of their actions should be unique, but the scenarios should not be so different that two different groups do not recognize they are playing the same thing. (Gee, your group went up against five radiant servants of Pelor in a row? Don't remember seeing those on the Isle of Dread...)
DogBackward said: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.
The skeletons do not just stand there and get smashed. They are healed from behind by the dread necromancer's lich-like class features for healing undead. Have you read the class we're discussing or are you just upset that someone is questioning a WotC design and want to call out all critics as 'lazy DMs'?
DogBackward said:Seriously? Every game should center on the players. That's what good storytelling is about.
See then, in the scenario above the players might just avoid the BBEG. Or hide away in a demiplane of their own creation. Which is fine for most campaigns, but there are others where it isn't fair to the DM (or other players in some cases). Have you played games at conventions? Or an RPGA sanctioned games? There is an unwritten rule (and in the case of the RPGA, a written rule) that the players will follow the DM's module rather than the DM following whatever the players would like to do.
DogBackward said: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.
Have you read the DM of the Ring d20 comic? LotR would be very difficult to run. The story has a lot of elements that occur that do NOT center around 'the party' (which is usually split up). In fact, LotR is exactly the OPPOSITE of what you are suggesting. It's the perfect example of a living world where multiple events occur outside of a character's control that effect the plotline. If you wanted to make a player feel like he was a part of this world he should be able to move about freely and interact with these elements without having them turn into min-maxed powergame toys just so they can challenge the party.
DogBackward said: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...
Yet every campaign that I've ever known has house rules for character creation. Some people want to find a balance that fits what they can run. Others don't, and there's nothing wrong with limitations (like nerfing the dread necromancer). Some DMs even go to message boards and ask other DMs and players for opinions of these rules (and want to clarify the RAW too) only to be shot down by someone who doesn't believe they should exist to begin with...
DogBackward said:For one, where are your players going to find a 20 HD dead thing?
Hunting for elephants or dinosaurs or something. If the campaign focuses around them then they will end up finding it if they are persistent enough.
DogBackward said: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.
It's a common gem, and if you look at the MIC it says that in general a player should be able to get these items. Maybe not in all campaigns, but that doesn't mean a DM should be forced to hide items and abilities. It's kind of like saying "well if you think the turn undead ability is too powerful then don't let your party fight undead".
DogBackward said: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.
Thank you very much for the DMing advice.
Now does anyone else have an opinion on the dread necromancer's class abilities? Or answers to confirm my rules clarification questions?