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First rule I don't like
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<blockquote data-quote="infax" data-source="post: 4257269" data-attributes="member: 12784"><p>That's an interesting point.</p><p></p><p>I most games I have GMed, that is exactly the moment in the game where the players stop a bit and have to figure out a plan. Which I like.</p><p></p><p>I really like it when the game isn't just "open the next door, use the same strategies, recover, repeat". So, in the scenario you described, using arrows and the standard spells will not be an option. Maybe the players will devise something with a net, a pit fall or they'll kidnap someone relevant to that big 81hp enemy.</p><p></p><p>And then, maybe, just maybe, the Wizard will think a little bit beyond "the biggest available damage" the next time he selects a spell and won't be caught in such a bind next time they cannot actually kill someone.</p><p></p><p>I would guess it is the same reason many people like to keep their games on the Heroic Tier (to use a 4e expression), when presenting the party with a cliff or a raging river to cross and a guarded bridge forces them to come up with some kind of plan instead of just casting fly on the whole party. Sure you can try something similar with plane hopping at Paragon Path and a guarded portal, but it is simply harder to use player knowledge to come up with a plan to cross to another dimension.</p></blockquote><p></p>
[QUOTE="infax, post: 4257269, member: 12784"] That's an interesting point. I most games I have GMed, that is exactly the moment in the game where the players stop a bit and have to figure out a plan. Which I like. I really like it when the game isn't just "open the next door, use the same strategies, recover, repeat". So, in the scenario you described, using arrows and the standard spells will not be an option. Maybe the players will devise something with a net, a pit fall or they'll kidnap someone relevant to that big 81hp enemy. And then, maybe, just maybe, the Wizard will think a little bit beyond "the biggest available damage" the next time he selects a spell and won't be caught in such a bind next time they cannot actually kill someone. I would guess it is the same reason many people like to keep their games on the Heroic Tier (to use a 4e expression), when presenting the party with a cliff or a raging river to cross and a guarded bridge forces them to come up with some kind of plan instead of just casting fly on the whole party. Sure you can try something similar with plane hopping at Paragon Path and a guarded portal, but it is simply harder to use player knowledge to come up with a plan to cross to another dimension. [/QUOTE]
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First rule I don't like
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