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GM's are you bored of your combat and is it because you made it boring?
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<blockquote data-quote="Lanefan" data-source="post: 8092094" data-attributes="member: 29398"><p>Maybe not levels in the same way as PC classes, but the underlying structure - training and practicing at something in order to become better at it over time - isn't all that much different. Becoming a better craftsman doesn't give more hit points but it does make you likelier to succeed at whatever you're trying to apply that skill to.</p><p></p><p>Agreed. </p><p></p><p>Disagreed. A typical master blacksmith doesn't have the training in warcraft that a PC Fighter does, nor the hit points; but she is proficient with swinging that hammer and (most likely) has some arm strength to back it up, and could capably defend herself if needed.</p><p></p><p>3e's idea of having a formalized class for everything is overkill, and doesn't work when put to any sort of real test.</p><p></p><p>I have everyone use the same healing rules, but mine are far harsher in any case - closer to 1e than 5e. All casters in theory have access to the same numbers of spells per day, though adventurers in the field are more likely to burn through them more often.</p><p></p><p>I handle the adventuring-nonstop bit, to a small extent, by forcing training at level-up (usually takes 7-10-ish days) which in turn forces some downtime. Quite often treasury division and other things extend this further.</p><p></p><p>That said, something I generally try to intentionally avoid is making the PCs feel 'special' to any great extent. Instead, I want them to feel like pieces - sometimes significant ones, to be sure, but still just pieces - of and in a world/universe that is much bigger than they will ever be.</p><p></p><p>And in so doing, IMO you invalidate your setting. Sorry, but there's no other way to put it.</p><p></p><p>There has to be an in-setting reason behind whatever's going on; a reason that the PCs, through diligent investigation and-or divination magic, can learn and - maybe - replicate.</p><p></p><p>If you want the caster to have double hit points, no problem there - but it has to be a) explainable and b) replicatable. A magic item that gives an extra 2 h.p. per class level to whoever wears it - boom, problem solved; the wizard's got a bunch more h.p. You just have to ask yourself as DM whether you want such an item falling into the party's hands if-when they take out its owner; and if you don't, the NPC can't have it either.</p><p></p><p>As long as the PCs could, all other things being equal, achieve the same results using the same parameters then all is good.</p><p></p><p>If the wizard somehow has access to different spells than the PCs then the PCs should - again by investigation and-or divination (and, in this case, research) - be able to find out what those spells are and how to replicate them.</p><p></p><p>If the PCs don't bother to do any of this, of course, that's on them.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8092094, member: 29398"] Maybe not levels in the same way as PC classes, but the underlying structure - training and practicing at something in order to become better at it over time - isn't all that much different. Becoming a better craftsman doesn't give more hit points but it does make you likelier to succeed at whatever you're trying to apply that skill to. Agreed. Disagreed. A typical master blacksmith doesn't have the training in warcraft that a PC Fighter does, nor the hit points; but she is proficient with swinging that hammer and (most likely) has some arm strength to back it up, and could capably defend herself if needed. 3e's idea of having a formalized class for everything is overkill, and doesn't work when put to any sort of real test. I have everyone use the same healing rules, but mine are far harsher in any case - closer to 1e than 5e. All casters in theory have access to the same numbers of spells per day, though adventurers in the field are more likely to burn through them more often. I handle the adventuring-nonstop bit, to a small extent, by forcing training at level-up (usually takes 7-10-ish days) which in turn forces some downtime. Quite often treasury division and other things extend this further. That said, something I generally try to intentionally avoid is making the PCs feel 'special' to any great extent. Instead, I want them to feel like pieces - sometimes significant ones, to be sure, but still just pieces - of and in a world/universe that is much bigger than they will ever be. And in so doing, IMO you invalidate your setting. Sorry, but there's no other way to put it. There has to be an in-setting reason behind whatever's going on; a reason that the PCs, through diligent investigation and-or divination magic, can learn and - maybe - replicate. If you want the caster to have double hit points, no problem there - but it has to be a) explainable and b) replicatable. A magic item that gives an extra 2 h.p. per class level to whoever wears it - boom, problem solved; the wizard's got a bunch more h.p. You just have to ask yourself as DM whether you want such an item falling into the party's hands if-when they take out its owner; and if you don't, the NPC can't have it either. As long as the PCs could, all other things being equal, achieve the same results using the same parameters then all is good. If the wizard somehow has access to different spells than the PCs then the PCs should - again by investigation and-or divination (and, in this case, research) - be able to find out what those spells are and how to replicate them. If the PCs don't bother to do any of this, of course, that's on them. [/QUOTE]
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