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Fireballing dead bodies
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<blockquote data-quote="Saeviomagy" data-source="post: 2147440" data-attributes="member: 5890"><p>At the high, high rate of your profession check in gold per week. Ouch.</p><p></p><p>This is the sort of stuff I mean by "the DM lets the guy get his stuff back". I can easily imagine campaigns where a break in the action is just not going to happen, and all these solutions become non-solutions. In those cases, the character should basically pack up and leave... if the DM lets him.</p><p></p><p>No, the DM's job is to make a fun game for all.</p><p></p><p>I heard you talking, and it sounded like "Look at me, look at me, I'm a TRUE roleplayer".</p><p></p><p>At high level in D&D, problems are not so straightforward that they require 50ft of rope and a rock to solve.</p><p></p><p>If they are, you're not really playing high-level D&D. You're playing low-level D&D with high-level combats.</p><p></p><p>At high level, it's EXPECTED that the party will have magical counters to all sorts of things. It's expected that the party can waltz between planes. It's expected that they can see into the future. It's expected that a pit or chasm is simply not an issue to them. It's expected that they're a lot more powerful than an equivalent non-magical peasant.</p><p></p><p>This isn't number crunching. It's about what a decent high-level challenge is, whether that's a combat challenge or a non-combat challenge.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2147440, member: 5890"] At the high, high rate of your profession check in gold per week. Ouch. This is the sort of stuff I mean by "the DM lets the guy get his stuff back". I can easily imagine campaigns where a break in the action is just not going to happen, and all these solutions become non-solutions. In those cases, the character should basically pack up and leave... if the DM lets him. No, the DM's job is to make a fun game for all. I heard you talking, and it sounded like "Look at me, look at me, I'm a TRUE roleplayer". At high level in D&D, problems are not so straightforward that they require 50ft of rope and a rock to solve. If they are, you're not really playing high-level D&D. You're playing low-level D&D with high-level combats. At high level, it's EXPECTED that the party will have magical counters to all sorts of things. It's expected that the party can waltz between planes. It's expected that they can see into the future. It's expected that a pit or chasm is simply not an issue to them. It's expected that they're a lot more powerful than an equivalent non-magical peasant. This isn't number crunching. It's about what a decent high-level challenge is, whether that's a combat challenge or a non-combat challenge. [/QUOTE]
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