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<blockquote data-quote="DogBackward" data-source="post: 3485027" data-attributes="member: 50642"><p>See, you're looking at it <em>on paper</em>, whereas I had a player actually try this. It didn't work. True I don't run random encounters, and I don't roll up random monsters, because I run a campaign, not an MMORPG, where a random monster spawns every time you walk 10ft down the road.</p><p></p><p>Something a lot of people need to learn: When playing DnD, yes, you do nedd to tailor the encounters to your adventuring party. You need to take into account what your players can do, and plan for it accordingly. I'm not saying to nerf every player ability, but you need to be designing your game around your players. You can't jsut use some generic adventure, toss your players into it, and expect it to go off without a hitch.</p><p></p><p>Being a DM is a huge job, and you need to work at it quite a bit. If you're a lazy DM, and don't take your players and their characters into account, then yes, your game will crash and burn. You need to take an active roll in the game that you're DM'ing. Keep the sheets of your players' characters, and give 'em a once-over before you designe an encounter/adventure. Put in plenty of opportunities to do two things: let an individual player shine, and let him realize that no matter what he does, he's not invincible.</p><p></p><p>So yeah, it's ok if your player uses his character's horde of 9 HD creatures to keep a deadly enemy at bay. For one, he gets to feel very good about his character choices, and be proud of his effect on the game. And down the road, he can say "Yeah, if it weren't for my skeletons giving up their unlives, we'd all be dead right now."</p><p></p><p>Contrary to (what seems to be) popular belief, your players having fun is a <em>good thing</em>. And you can never forget one thing: <em>You are the DM</em>. While your players might come up with thousands of ways to make powerful characters, you are in charge of the <em>entire game</em>. There is nothing they can do that will break your game, because you will always have a way to keep it from breaking your game.</p><p></p><p>So, let your necromancer raise 90 HD of Chimeras, using 4500g. Let him throw them at your waves of baddies. Then, take that pencil I assume you own, and modify the amount of baddies to account for the extra good guys. If you're worried about one character outshining others, then fix it. Put in scenarios specifically to allow the outshone characters to shine on their own.</p><p></p><p>I tend to ramble, so I'll just sum it all up here. <em><span style="color: DarkRed">If you ignore what your players can do, and run a generic/random scenario, then they will inevitably run roughshod over your game. And it's entirely your own fault. Deal with it, or fix it. But don't ruin your players' concepts just because you're unwilling to put in the time to be a good DM, and adjust the game to account for their abilities. You are the DM. There is nothing your players can do that you cannot account for.</span></em></p><p></p><p>And the final, most important part of DM'ing. <em><span style="color: DarkRed"><strong>It is not about the DM telling his story. It is about the DM helping to tell the Players' stories.</strong></span></em></p><p></p><p>((Sorry, I may have ranted a bit there, but I've seen so many posts about this sort of thing, and it's just been building up. You're the DM, there is nothing that can break your game, unless you allow it to do so.))</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3485027, member: 50642"] See, you're looking at it [i]on paper[/i], whereas I had a player actually try this. It didn't work. True I don't run random encounters, and I don't roll up random monsters, because I run a campaign, not an MMORPG, where a random monster spawns every time you walk 10ft down the road. Something a lot of people need to learn: When playing DnD, yes, you do nedd to tailor the encounters to your adventuring party. You need to take into account what your players can do, and plan for it accordingly. I'm not saying to nerf every player ability, but you need to be designing your game around your players. You can't jsut use some generic adventure, toss your players into it, and expect it to go off without a hitch. Being a DM is a huge job, and you need to work at it quite a bit. If you're a lazy DM, and don't take your players and their characters into account, then yes, your game will crash and burn. You need to take an active roll in the game that you're DM'ing. Keep the sheets of your players' characters, and give 'em a once-over before you designe an encounter/adventure. Put in plenty of opportunities to do two things: let an individual player shine, and let him realize that no matter what he does, he's not invincible. So yeah, it's ok if your player uses his character's horde of 9 HD creatures to keep a deadly enemy at bay. For one, he gets to feel very good about his character choices, and be proud of his effect on the game. And down the road, he can say "Yeah, if it weren't for my skeletons giving up their unlives, we'd all be dead right now." Contrary to (what seems to be) popular belief, your players having fun is a [i]good thing[/i]. And you can never forget one thing: [i]You are the DM[/i]. While your players might come up with thousands of ways to make powerful characters, you are in charge of the [i]entire game[/i]. There is nothing they can do that will break your game, because you will always have a way to keep it from breaking your game. So, let your necromancer raise 90 HD of Chimeras, using 4500g. Let him throw them at your waves of baddies. Then, take that pencil I assume you own, and modify the amount of baddies to account for the extra good guys. If you're worried about one character outshining others, then fix it. Put in scenarios specifically to allow the outshone characters to shine on their own. I tend to ramble, so I'll just sum it all up here. [i][COLOR=DarkRed]If you ignore what your players can do, and run a generic/random scenario, then they will inevitably run roughshod over your game. And it's entirely your own fault. Deal with it, or fix it. But don't ruin your players' concepts just because you're unwilling to put in the time to be a good DM, and adjust the game to account for their abilities. You are the DM. There is nothing your players can do that you cannot account for.[/COLOR][/i] And the final, most important part of DM'ing. [i][COLOR=DarkRed][b]It is not about the DM telling his story. It is about the DM helping to tell the Players' stories.[/b][/color][/i] ((Sorry, I may have ranted a bit there, but I've seen so many posts about this sort of thing, and it's just been building up. You're the DM, there is nothing that can break your game, unless you allow it to do so.)) [/QUOTE]
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