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How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="Emirikol" data-source="post: 3097492" data-attributes="member: 10638"><p>I don't see AOW as being magically dependent at all actually (see below).</p><p></p><p><strong>I'm of the philosophy that the D&D game characters were designed to be balanced in the absence of magical items no matter what the level. </strong>   For example:  a 14th level rogue without *anything* should be just as playable as a 14th level fighter without *anything magical" and should be able to fight any non-DR-magic monster toe to toe.  If MI's were required, then they would be built into the character class (but in concession note the barbarian discussion).</p><p></p><p><strong>Next, In retooling adventures, there are three simple rules. </strong></p><p>1.  <strong>Any creature can get a visual makeover without changing it's stats.</strong>    So, for example, if there is a bugbear or elf, in Hyboria it becomes a neanderthal, savage-tribesman or ape-thing, but I use the same stats.  For monsters, this is even easier (just give them a new look and nerf any DR-magic or nerf the SR).   How many DM's out there complain that as soon as they describe a monster, their players suddenly blurt out what it is..yea, I don't have that problem.</p><p></p><p>2.  <strong>No scenario is dependent upon it's terrain to be an adventure</strong> (I learned this when we "INHERITED" the County of Urnst as our LIVING GREYHAWK region when I was on the Triad...the County btw, is ALL PLAINS HEXES.)  Now, the new adventure path is set in a city, but all it takes there is a couple simple name changes.  I moved AOW from the swamps of the region of Greyhawk City (Diamond Lake) to the DESERT and honestly it took virtually NO WORK.   I turned water into oil in the "Sodden Hold" (renamed Sand Hold), which added excitement to the adventure when the PC's BLEW UP THE WAREHOUSE!!!  <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /></p><p></p><p>3.  <strong>No scenarios are written with magical items or class powers in mind. </strong>   If anything even resembles that hotion it makes a better sub-adventure than if the party already has said item.  Ever had PC's run away from a monster?  No?  Then they're not challenged to have to figure out a differen't way.</p><p></p><p>My players certainly arent' spoiled and must not be morons.  THey played "Hall of Harsh Reflections" (7th level) at 4th-5th level and with virtually no magic (and no cleric as you can see)  Btw, I changed the dopplegangers to the "serpent men" that Robert E Howard loved to describe in the Kull and Conan books and the mirrors were very reminiscent of the CONAN THE DESTROYER movie. </p><p></p><p>My players have told me how refreshing it is to have to think before they act and that there's no easy "buffing" before moving into a room or dependence on a wizard to solve all their problems.</p><p></p><p>jh</p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3097492, member: 10638"] I don't see AOW as being magically dependent at all actually (see below). [B]I'm of the philosophy that the D&D game characters were designed to be balanced in the absence of magical items no matter what the level. [/B] For example: a 14th level rogue without *anything* should be just as playable as a 14th level fighter without *anything magical" and should be able to fight any non-DR-magic monster toe to toe. If MI's were required, then they would be built into the character class (but in concession note the barbarian discussion). [B]Next, In retooling adventures, there are three simple rules. [/B] 1. [B]Any creature can get a visual makeover without changing it's stats.[/B] So, for example, if there is a bugbear or elf, in Hyboria it becomes a neanderthal, savage-tribesman or ape-thing, but I use the same stats. For monsters, this is even easier (just give them a new look and nerf any DR-magic or nerf the SR). How many DM's out there complain that as soon as they describe a monster, their players suddenly blurt out what it is..yea, I don't have that problem. 2. [B]No scenario is dependent upon it's terrain to be an adventure[/B] (I learned this when we "INHERITED" the County of Urnst as our LIVING GREYHAWK region when I was on the Triad...the County btw, is ALL PLAINS HEXES.) Now, the new adventure path is set in a city, but all it takes there is a couple simple name changes. I moved AOW from the swamps of the region of Greyhawk City (Diamond Lake) to the DESERT and honestly it took virtually NO WORK. I turned water into oil in the "Sodden Hold" (renamed Sand Hold), which added excitement to the adventure when the PC's BLEW UP THE WAREHOUSE!!! ;) 3. [B]No scenarios are written with magical items or class powers in mind. [/B] If anything even resembles that hotion it makes a better sub-adventure than if the party already has said item. Ever had PC's run away from a monster? No? Then they're not challenged to have to figure out a differen't way. My players certainly arent' spoiled and must not be morons. THey played "Hall of Harsh Reflections" (7th level) at 4th-5th level and with virtually no magic (and no cleric as you can see) Btw, I changed the dopplegangers to the "serpent men" that Robert E Howard loved to describe in the Kull and Conan books and the mirrors were very reminiscent of the CONAN THE DESTROYER movie. My players have told me how refreshing it is to have to think before they act and that there's no easy "buffing" before moving into a room or dependence on a wizard to solve all their problems. jh .. [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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