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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Wicht" data-source="post: 6203667" data-attributes="member: 221"><p>What I said, and continue to say, is that it is worthwhile, when encountering a problem with mechanics, and other people are not, is to examine the possibility that you are doing something unintended. Just because you can break a thing does not mean it is broken. This does not necessarily speak to incompetence, and I never called anyone incompetent. I said there was the possibility that people might be doing some things wrong. This is not the same as accusing someone of incompetence.</p><p></p><p>What you are remembering is the assertions you made about what I was saying; assertions I denied then and which I am continuing to deny yet. </p><p></p><p></p><p></p><p>I am not sure why you would assume I (or others) are not still using this sort of technique both in and out of the dungeon, especially if we as older (older than some anyway) players cut our teeth on Gygax's dungeon. The DM saying "No," even out of a dungeon does not mean that the players cannot find a solution to their difficulties.</p><p></p><p></p><p></p><p>The highlighted section is I think key. I also think you are quite wrong in your assumption. Dungeons are easier for DMs to manage, and therefore are a great start for beginners. But the same techniques one learns in managing PC information in a dungeon works just as well for the most part out of the dungeon and a good DM is going to learn how to manage information out of the dungeon. I've played for years with secret backstory in and out of the dungeon and the popularity of Paizo's APs makes me think I am hardly alone. And it works quite well. I don't have problems with psychopathic PCs. </p><p></p><p></p><p></p><p>Well that's you isn't it. In the sort of game I enjoy, DMs can do that if they think it prudent or correct. </p><p></p><p></p><p></p><p>I prefer more mystery in my games. YMMV</p></blockquote><p></p>
[QUOTE="Wicht, post: 6203667, member: 221"] What I said, and continue to say, is that it is worthwhile, when encountering a problem with mechanics, and other people are not, is to examine the possibility that you are doing something unintended. Just because you can break a thing does not mean it is broken. This does not necessarily speak to incompetence, and I never called anyone incompetent. I said there was the possibility that people might be doing some things wrong. This is not the same as accusing someone of incompetence. What you are remembering is the assertions you made about what I was saying; assertions I denied then and which I am continuing to deny yet. I am not sure why you would assume I (or others) are not still using this sort of technique both in and out of the dungeon, especially if we as older (older than some anyway) players cut our teeth on Gygax's dungeon. The DM saying "No," even out of a dungeon does not mean that the players cannot find a solution to their difficulties. The highlighted section is I think key. I also think you are quite wrong in your assumption. Dungeons are easier for DMs to manage, and therefore are a great start for beginners. But the same techniques one learns in managing PC information in a dungeon works just as well for the most part out of the dungeon and a good DM is going to learn how to manage information out of the dungeon. I've played for years with secret backstory in and out of the dungeon and the popularity of Paizo's APs makes me think I am hardly alone. And it works quite well. I don't have problems with psychopathic PCs. Well that's you isn't it. In the sort of game I enjoy, DMs can do that if they think it prudent or correct. I prefer more mystery in my games. YMMV [/QUOTE]
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