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<blockquote data-quote="I'm A Banana" data-source="post: 4103826" data-attributes="member: 2067"><p>That's pretty lame, IMO. Part 1 is that it's internally kind of inconsistent:</p><p></p><p>"So you're telling me I have 30 unique pieces of armor that have only ever been worn by these specific orcs and cannot fit another orc, let alone any other creature of similar size? Where do these orcs get their well-forged elite armor? Time to investigate the dwarves! And how do they pay for it?</p><p></p><p>Wait, on second thought, screw the dwarves. If the orcs have enough wealth to individually craft 30 pieces of plate for the goons we just wiped the floor with, lets go give the tribe back their armor, and get the orcs to hire us. Obviously, the king is being scrimpy if friggin' ORCS can do this well."</p><p></p><p>Part 2 is that it's retconning the setting to bone the players for no obvious reason. What harm would it do to let them wear the smelly hand-me down of orcs? Or to sell them for 1/2 the price of a normal suit of plate? </p><p></p><p>Similarly, the excuse for the goblin harpoon tells my players that instead of killing the guy, they win him over to their side, slap a leash on him, treat him well, and have HIM reel in his fellow goblins into smashing distance for the party fighter. Or to somehow get the proper training (surely it isn't rocket science, that goblin didn't have too high of an INT! He's A GOBLIN!). Or whatever.</p><p></p><p>Besides, saying "No" is no fun and runs counter to every good improvosational tactic known to man. Saying "Yes!" empowers the players, lets them experiment more (and find rewards when they do!), and makes me think more as a DM, while getting on with it. </p><p></p><p>I don't want or need any game that tells me to constantly say "NO!" to players or it will become unbalanced. </p><p></p><p>That's Infinite Suck, IMO.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4103826, member: 2067"] That's pretty lame, IMO. Part 1 is that it's internally kind of inconsistent: "So you're telling me I have 30 unique pieces of armor that have only ever been worn by these specific orcs and cannot fit another orc, let alone any other creature of similar size? Where do these orcs get their well-forged elite armor? Time to investigate the dwarves! And how do they pay for it? Wait, on second thought, screw the dwarves. If the orcs have enough wealth to individually craft 30 pieces of plate for the goons we just wiped the floor with, lets go give the tribe back their armor, and get the orcs to hire us. Obviously, the king is being scrimpy if friggin' ORCS can do this well." Part 2 is that it's retconning the setting to bone the players for no obvious reason. What harm would it do to let them wear the smelly hand-me down of orcs? Or to sell them for 1/2 the price of a normal suit of plate? Similarly, the excuse for the goblin harpoon tells my players that instead of killing the guy, they win him over to their side, slap a leash on him, treat him well, and have HIM reel in his fellow goblins into smashing distance for the party fighter. Or to somehow get the proper training (surely it isn't rocket science, that goblin didn't have too high of an INT! He's A GOBLIN!). Or whatever. Besides, saying "No" is no fun and runs counter to every good improvosational tactic known to man. Saying "Yes!" empowers the players, lets them experiment more (and find rewards when they do!), and makes me think more as a DM, while getting on with it. I don't want or need any game that tells me to constantly say "NO!" to players or it will become unbalanced. That's Infinite Suck, IMO. [/QUOTE]
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