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<blockquote data-quote="DogBackward" data-source="post: 3485557" data-attributes="member: 50642"><p>Yes, I believe that the creators of the game should use balance when creating their stuff. And guess what? <em>They do</em>. 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.</p><p></p><p></p><p>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 <em>hell</em> did we survive that?" experience, and so everyone can share in it. And really, I'd rather have each person share their own, <em>unique</em> experiences than have everybody relate how they went through the exact same thing.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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...</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3485557, member: 50642"] Yes, I believe that the creators of the game should use balance when creating their stuff. And guess what? [i]They do[/i]. 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. 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 [i]hell[/i] did we survive that?" experience, and so everyone can share in it. And really, I'd rather have each person share their own, [i]unique[/i] experiences than have everybody relate how they went through the exact same thing. 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. 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... 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. [/QUOTE]
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