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<blockquote data-quote="kreynolds" data-source="post: 822843" data-attributes="member: 2829"><p>Oh, I completely agree that the DM should use his imagination, but that doesn't make it ok. I run several games, both solo and otherwise, and I have never found the need to use a <em>Chaingun of Magic Missile</em> against a party of 8th level characters simply because they went left when I wanted them to go right.</p><p></p><p>Hey, I kinda like that example, so I'll use that. If I expect my players to go right, but they go left, what do I do? Improvise. Do I use a <em>Chaingun of Magic Missile</em> to do it? No. I use my imagination. First and foremost, did I think ahead, accept the possibility that they would go left? Let's assume I didn't. Now when they go left, its my job to create the world on that side. Sure, its a wrench tossed into the works, but it doesn't mean that I should gun 'em down for it. Hell, its fun for me. Keeps me on my toes.</p><p></p><p>Furthermore, and this is very important, when you players go left and you wanted them to go right, you need to ask yourself why they made that choice. Perhaps you didn't drop enough hooks or clues. Perhaps they got bored. Perhaps they're tired of the crappy uber-munchkinized rule-0 NPCs you keep throwing at them, so they might hope that by skipping this adventure, they'll get to a good one. Perhaps someone didn't take very good notes. Perhaps they misinterpreted a quickly scetched map of their own. Many possiblites, none of which, however, deserve a <em>Chaingun of Magic Missile</em>.</p><p></p><p></p><p></p><p>I'm sure that most of the aggressive responses are merely a matter of posturing, but I do indeed think that it displays the extent of how strongly people feel about this.</p><p></p><p></p><p></p><p>Dangerous is ok. I understand danger. I like danger. My players don't get it easy. Not at all. At the same time, however, neither do they make it easy for my NPCs. But this isn't a matter of danger. Its a matter of a poor choice on the DMs part, a matter of railroading. If I want a railroad game, I'll go read a "Choose Your Own Path" adventure book.</p><p></p><p>The <em>Chaingun of Magic Missile</em> is certainly new, and its most certainly a challenge, but it is in no way innovative and it is in no way fun, as is evident by the first post in this thread.</p><p></p><p></p><p></p><p>How many people have a <em>Chaingun of Magic Missile</em>? None. Not even the gods. Why? They don't need them. Why? D&D isn't about railroading. Look at all those adventure modules in Dungeon Magazine and the like. Nearly every one of them has a small section at the very beginning titled "Plot Hooks" or something similar. This small section is about one thing, hooking your PCs, and they tend to give at least two or three examples every time. Why? Because D&D isn't about railroading. Its about a fantastic world with heroes and villians, monsters and magic. If the definition of a fantastic world is one with no choices to be made on the players' parts, no options before you except the sole option given by the DM, then count me out.</p><p></p><p></p><p></p><p>I dare you to find a combination of magic items, sticking with the character wealth by level guidelines, both of which are in the DMG, equivalent to a <em>Chaingun of Magic Missile</em>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p></p><p></p><p>Its not necessarily about standardization. Its about CR and EL, both of which are covered in the DMG. Again, epic level magic item vs. an 8th level party. Something's wrong there.</p><p></p><p></p><p></p><p>Can you justify the use of a <em>Chaingun of Magic Missile</em> against an 8th level party? I don't see this as a matter of creativity. I see this as a matter of a lack thereof.</p><p></p><p></p><p></p><p>What I find dull, terribly so, is...</p><p></p><p><span style="font-size: 9px">This is a dramatization.</span></p><p></p><p>DM: "In the dungeon, you come to a T-junction. At both ends stand two wooden doors. What do you do?"</p><p>Player: "I go left at the T-junction."</p><p>DM: "It's locked."</p><p>Player: "Pick it." *rolls and gets a total of 39 to open lock*</p><p>DM: "You fail."</p><p>Player: "On a 39? Ok. Bash it." *hits and deals 187 points of damage on the door*</p><p>DM: "You don't even scrath it."</p><p>Player: "A wooden door!?!"</p><p>DM: "No, its magically hardened adamantine and protected by a wall of force that is impervious to all magic."</p><p></p><p>...worse is if the player somehow gets it open. What's he find? An NPC with a <em>Chaingun of Magic Missile</em> that says "Turn around and go the other way."</p><p></p><p></p><p></p><p>Why not? Player's do. Besides, this DM isn't merely denying an explination as to how a magic item works, but he's even going so far as to take away any options the players have. He's taking away their choices.</p><p></p><p></p><p></p><p>Would you let the PC have a <em>Chaingun of Magic Missile</em>? If not, then it doesn't need to be there yet.</p><p></p><p></p><p></p><p>Seriously, and I'm not joking, my in-game thinking would be something along the lines of "This sucks." YMMV</p></blockquote><p></p>
[QUOTE="kreynolds, post: 822843, member: 2829"] Oh, I completely agree that the DM should use his imagination, but that doesn't make it ok. I run several games, both solo and otherwise, and I have never found the need to use a [i]Chaingun of Magic Missile[/i] against a party of 8th level characters simply because they went left when I wanted them to go right. Hey, I kinda like that example, so I'll use that. If I expect my players to go right, but they go left, what do I do? Improvise. Do I use a [i]Chaingun of Magic Missile[/i] to do it? No. I use my imagination. First and foremost, did I think ahead, accept the possibility that they would go left? Let's assume I didn't. Now when they go left, its my job to create the world on that side. Sure, its a wrench tossed into the works, but it doesn't mean that I should gun 'em down for it. Hell, its fun for me. Keeps me on my toes. Furthermore, and this is very important, when you players go left and you wanted them to go right, you need to ask yourself why they made that choice. Perhaps you didn't drop enough hooks or clues. Perhaps they got bored. Perhaps they're tired of the crappy uber-munchkinized rule-0 NPCs you keep throwing at them, so they might hope that by skipping this adventure, they'll get to a good one. Perhaps someone didn't take very good notes. Perhaps they misinterpreted a quickly scetched map of their own. Many possiblites, none of which, however, deserve a [i]Chaingun of Magic Missile[/i]. I'm sure that most of the aggressive responses are merely a matter of posturing, but I do indeed think that it displays the extent of how strongly people feel about this. Dangerous is ok. I understand danger. I like danger. My players don't get it easy. Not at all. At the same time, however, neither do they make it easy for my NPCs. But this isn't a matter of danger. Its a matter of a poor choice on the DMs part, a matter of railroading. If I want a railroad game, I'll go read a "Choose Your Own Path" adventure book. The [i]Chaingun of Magic Missile[/i] is certainly new, and its most certainly a challenge, but it is in no way innovative and it is in no way fun, as is evident by the first post in this thread. How many people have a [i]Chaingun of Magic Missile[/i]? None. Not even the gods. Why? They don't need them. Why? D&D isn't about railroading. Look at all those adventure modules in Dungeon Magazine and the like. Nearly every one of them has a small section at the very beginning titled "Plot Hooks" or something similar. This small section is about one thing, hooking your PCs, and they tend to give at least two or three examples every time. Why? Because D&D isn't about railroading. Its about a fantastic world with heroes and villians, monsters and magic. If the definition of a fantastic world is one with no choices to be made on the players' parts, no options before you except the sole option given by the DM, then count me out. I dare you to find a combination of magic items, sticking with the character wealth by level guidelines, both of which are in the DMG, equivalent to a [i]Chaingun of Magic Missile[/i]. :) Its not necessarily about standardization. Its about CR and EL, both of which are covered in the DMG. Again, epic level magic item vs. an 8th level party. Something's wrong there. Can you justify the use of a [i]Chaingun of Magic Missile[/i] against an 8th level party? I don't see this as a matter of creativity. I see this as a matter of a lack thereof. What I find dull, terribly so, is... [size=1]This is a dramatization.[/size] DM: "In the dungeon, you come to a T-junction. At both ends stand two wooden doors. What do you do?" Player: "I go left at the T-junction." DM: "It's locked." Player: "Pick it." *rolls and gets a total of 39 to open lock* DM: "You fail." Player: "On a 39? Ok. Bash it." *hits and deals 187 points of damage on the door* DM: "You don't even scrath it." Player: "A wooden door!?!" DM: "No, its magically hardened adamantine and protected by a wall of force that is impervious to all magic." ...worse is if the player somehow gets it open. What's he find? An NPC with a [i]Chaingun of Magic Missile[/i] that says "Turn around and go the other way." Why not? Player's do. Besides, this DM isn't merely denying an explination as to how a magic item works, but he's even going so far as to take away any options the players have. He's taking away their choices. Would you let the PC have a [i]Chaingun of Magic Missile[/i]? If not, then it doesn't need to be there yet. Seriously, and I'm not joking, my in-game thinking would be something along the lines of "This sucks." YMMV [/QUOTE]
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