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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="billd91" data-source="post: 3098752" data-attributes="member: 3400"><p>But what happens when your philosophy encounters a different reality? I'll agree that #2 is possible, for the most part. Adventures certainly can be adapted and put in all sorts of different places. And as for #1, cosmetic changes can also be performed.</p><p></p><p>But I don't think I agree with the rest of it. I think that, in general, equipment isn't the biggest deal between characters of the same level though it as an impact in that certain classes have abilities that are affected by the equipment (both magical and non-) they carry. Choices in how they equip themselves can thus lead to relative imbalances. </p><p>I won't call it the strongest factor, but it is a factor nonetheless.</p><p></p><p>#3, I think, doesn't conform with observable reality. Adventures are definitely written with equipment in mind. Age of Worms, for example, would take a lot of rewriting to divest it of the assumptions it makes regarding levels of PC equipment. Granted, except for certain plot devices, there are no <em>specific</em> assumptions about what items and powers are brought to bear to successfully complete the campaign. But PC groups running that campaign who do not invest in certain magic item powers are going to be in a great deal of trouble. They simply won't be well equipped to deal with the danger that they learn is coming.</p></blockquote><p></p>
[QUOTE="billd91, post: 3098752, member: 3400"] But what happens when your philosophy encounters a different reality? I'll agree that #2 is possible, for the most part. Adventures certainly can be adapted and put in all sorts of different places. And as for #1, cosmetic changes can also be performed. But I don't think I agree with the rest of it. I think that, in general, equipment isn't the biggest deal between characters of the same level though it as an impact in that certain classes have abilities that are affected by the equipment (both magical and non-) they carry. Choices in how they equip themselves can thus lead to relative imbalances. I won't call it the strongest factor, but it is a factor nonetheless. #3, I think, doesn't conform with observable reality. Adventures are definitely written with equipment in mind. Age of Worms, for example, would take a lot of rewriting to divest it of the assumptions it makes regarding levels of PC equipment. Granted, except for certain plot devices, there are no [i]specific[/i] assumptions about what items and powers are brought to bear to successfully complete the campaign. But PC groups running that campaign who do not invest in certain magic item powers are going to be in a great deal of trouble. They simply won't be well equipped to deal with the danger that they learn is coming. [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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