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Community
General Tabletop Discussion
*Dungeons & Dragons
How do you feel about PC abilities being nerfed by the DM?
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<blockquote data-quote="Guest 7034872" data-source="post: 8595656"><p>Yeah, I think this is where the real issue comes up most often (not always, but most often): a new or new-ish DM (like me) won't be as practiced in on-the-fly rulings, prices for objects, potencies of those objects, narrative solutions to bits of game-breakage, and the like. DMs who've been at it for many years will have a much greater store of experiential knowledge than I have today from which to draw when making their calls.</p><p></p><p>So the temptation for many less-experienced DMs will be to nerf classes, magic items, or abilities that become so OP they threaten the cohesion of the planned campaign. Here's an example from Cody Lewis' Taking20 vodcast I'm thinking of that I was almost ready to allow into my campaign (!!): using RAW Simulacrum to create indefinitely many simulacra whereby a 17L wizard or 19L sorcerer with Twin Spell could create an arbitrarily large army of casters (with full spell slots) and then one-shot a tarrasque. Upon seeing just how bad this got (and reasoning that <em>of course</em> my team of big baddies would themselves totally use this trick), I went with "copies can't make copies," but I had to think it through first. More experienced DMs will get one look at this trick and know to disallow it.</p><p></p><p>Oh, boy, is it.</p><p></p><p>Yep.</p><p></p><p>I completely agree. It's <em>dangerous</em> for the current game, but it's likely the only way to build up that skill in fast on-the-fly judgment that a DM needs. I've already made several important mistakes in my first four or so sessions, and learning how to navigate their consequences is where I'm doing all my current growing.</p></blockquote><p></p>
[QUOTE="Guest 7034872, post: 8595656"] Yeah, I think this is where the real issue comes up most often (not always, but most often): a new or new-ish DM (like me) won't be as practiced in on-the-fly rulings, prices for objects, potencies of those objects, narrative solutions to bits of game-breakage, and the like. DMs who've been at it for many years will have a much greater store of experiential knowledge than I have today from which to draw when making their calls. So the temptation for many less-experienced DMs will be to nerf classes, magic items, or abilities that become so OP they threaten the cohesion of the planned campaign. Here's an example from Cody Lewis' Taking20 vodcast I'm thinking of that I was almost ready to allow into my campaign (!!): using RAW Simulacrum to create indefinitely many simulacra whereby a 17L wizard or 19L sorcerer with Twin Spell could create an arbitrarily large army of casters (with full spell slots) and then one-shot a tarrasque. Upon seeing just how bad this got (and reasoning that [I]of course[/I] my team of big baddies would themselves totally use this trick), I went with "copies can't make copies," but I had to think it through first. More experienced DMs will get one look at this trick and know to disallow it. Oh, boy, is it. Yep. I completely agree. It's [I]dangerous[/I] for the current game, but it's likely the only way to build up that skill in fast on-the-fly judgment that a DM needs. I've already made several important mistakes in my first four or so sessions, and learning how to navigate their consequences is where I'm doing all my current growing. [/QUOTE]
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How do you feel about PC abilities being nerfed by the DM?
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