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Dread Necromancers and Animate Dead
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<blockquote data-quote="takasi" data-source="post: 3485873" data-attributes="member: 20194"><p>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.</p><p></p><p></p><p></p><p>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...)</p><p></p><p></p><p></p><p>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'?</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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...</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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".</p><p></p><p></p><p></p><p>Thank you very much for the DMing advice.</p><p></p><p>Now does anyone else have an opinion on the dread necromancer's class abilities? Or answers to confirm my rules clarification questions?</p></blockquote><p></p>
[QUOTE="takasi, post: 3485873, member: 20194"] 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. 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...) 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'? 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. 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. 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... 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. 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". 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? [/QUOTE]
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