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General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
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<blockquote data-quote="Atreides" data-source="post: 3805811" data-attributes="member: 42325"><p>I beleive this is the guideline to use when viewing 'game breaking spells'. Adventure planning/writing/organizing/running is a labor based activity. The DM is performing the labor with a variety of tools to ease the labor load - published adventures being one example (of many). The game breaking spells are those spells which (for a variety of reasons) dramatically increase the labor load of the adventure process for the DM. The lower the amount of labor needed to fashion a given encounter, the more encounters a given DM can design/run for his PC's within a given gaming session (whether that is a hour session or a 20 hour session). </p><p></p><p>The goal for 4e in regards to these types of spells should not be "let's nerf the wizzards" - it should be, lets create a game that is easier to design/run encounters for then it was under 3.5. Spells should encourage not discourage PC encounters. </p><p></p><p>For our 3.5 gaming group, what we found was that the 'adventure work' our DM was putting in for the game grew dramatically once the party reached 12th+ level. The campaign itself slowed down as he needed more real life time to plan a given DnD game night - which led to less DnD game nights which eventually led to campaign stagnation.</p></blockquote><p></p>
[QUOTE="Atreides, post: 3805811, member: 42325"] I beleive this is the guideline to use when viewing 'game breaking spells'. Adventure planning/writing/organizing/running is a labor based activity. The DM is performing the labor with a variety of tools to ease the labor load - published adventures being one example (of many). The game breaking spells are those spells which (for a variety of reasons) dramatically increase the labor load of the adventure process for the DM. The lower the amount of labor needed to fashion a given encounter, the more encounters a given DM can design/run for his PC's within a given gaming session (whether that is a hour session or a 20 hour session). The goal for 4e in regards to these types of spells should not be "let's nerf the wizzards" - it should be, lets create a game that is easier to design/run encounters for then it was under 3.5. Spells should encourage not discourage PC encounters. For our 3.5 gaming group, what we found was that the 'adventure work' our DM was putting in for the game grew dramatically once the party reached 12th+ level. The campaign itself slowed down as he needed more real life time to plan a given DnD game night - which led to less DnD game nights which eventually led to campaign stagnation. [/QUOTE]
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Game Breaker Spells - What are they?
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