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Flavorless 3e- Advantage- players
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<blockquote data-quote="Umbran" data-source="post: 1356053" data-attributes="member: 177"><p>Don't overstate the case. Not everything is designed to be easy. If it were, all monsters would do 1d2 damage. Nobody who has fought a properly played dragon or band of crafty kobolds, or a properly run meat-grinder like RtToEE thinks everything is designed to be easy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I cannot speak to the general case, but I can speak a little bit to the specific case of the negative energy rule you had...</p><p></p><p>These days, folks like "balance". In this case, the term means that if you pay a price, you get an advantage for it - players don't mind if a thing is difficult, so long as it is worth the trouble. In 3.X, a goodly attempt was made to make all spells roughly equal in potency, in some rough sense. You've now layered on top of that a disadvantage to necromancy, with no additional payoff. So, of course folks will gripe.</p><p></p><p>In addition, players <em>hate</em> mind control, or that which removes free will. And rightfully so. PCs have to abide by rules of the game. Control of the universe and the threats sits entirely with the GM. The one thing the player has undisputed control over is the mind, psychology, and choices of their character. They can handle temporary infingement (like Fear effects). Sometimes things like Charms are even acceptable for a while. But permanent personality changes like Helms of Opposite Alignment, or your negative energy rule, are generally bad mojo. Very few people are happy about being told that the personality they've worked long and hard on developing will be washed away, and replaced with one of the DM's choosing.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1356053, member: 177"] Don't overstate the case. Not everything is designed to be easy. If it were, all monsters would do 1d2 damage. Nobody who has fought a properly played dragon or band of crafty kobolds, or a properly run meat-grinder like RtToEE thinks everything is designed to be easy. :) I cannot speak to the general case, but I can speak a little bit to the specific case of the negative energy rule you had... These days, folks like "balance". In this case, the term means that if you pay a price, you get an advantage for it - players don't mind if a thing is difficult, so long as it is worth the trouble. In 3.X, a goodly attempt was made to make all spells roughly equal in potency, in some rough sense. You've now layered on top of that a disadvantage to necromancy, with no additional payoff. So, of course folks will gripe. In addition, players [i]hate[/i] mind control, or that which removes free will. And rightfully so. PCs have to abide by rules of the game. Control of the universe and the threats sits entirely with the GM. The one thing the player has undisputed control over is the mind, psychology, and choices of their character. They can handle temporary infingement (like Fear effects). Sometimes things like Charms are even acceptable for a while. But permanent personality changes like Helms of Opposite Alignment, or your negative energy rule, are generally bad mojo. Very few people are happy about being told that the personality they've worked long and hard on developing will be washed away, and replaced with one of the DM's choosing. [/QUOTE]
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