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How much control do DMs need?
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<blockquote data-quote="Lanefan" data-source="post: 9007782" data-attributes="member: 29398"><p>I agree with this. Unless the Goblin King has means and time to drum up some reinforcements, it's on the DM to track his army's attrition as it occurs. I also think it's poor form for the army to strengthen or weaken for no particular reason based on what the players throw at it in terms of PC power.</p><p></p><p>If an encounter or even entire adventure is set up well enough, ideally the players/PCs don't know it's trivial until after they've already done it.</p><p></p><p>I'm running a series of homebrew adventures right now, the first of which is intentionally set up to be trivial as its purpose is not to challenge the PCs but rather to serve as the gateway and hook to the rest of the series...if they find the clues. If they don't, then they get an easy adventure and on they go to other unrelated things.</p><p></p><p>I have to assume they're in an expansion book, as they're not in the core three that I recall (though it's been a while since I looked at them, so it's possible I'm in error here).</p><p></p><p>By definition you still have the power even if you're not willing to use it. If, consequences be damned, you <em>could</em> use the power, then you have the power; and at the same time have the power to choose not to exercise it.</p><p></p><p>Flagrantly unrealistic <em>by intention</em> was all it took to sink it for me. Never saw it as any more of a cash grab than any other edition.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9007782, member: 29398"] I agree with this. Unless the Goblin King has means and time to drum up some reinforcements, it's on the DM to track his army's attrition as it occurs. I also think it's poor form for the army to strengthen or weaken for no particular reason based on what the players throw at it in terms of PC power. If an encounter or even entire adventure is set up well enough, ideally the players/PCs don't know it's trivial until after they've already done it. I'm running a series of homebrew adventures right now, the first of which is intentionally set up to be trivial as its purpose is not to challenge the PCs but rather to serve as the gateway and hook to the rest of the series...if they find the clues. If they don't, then they get an easy adventure and on they go to other unrelated things. I have to assume they're in an expansion book, as they're not in the core three that I recall (though it's been a while since I looked at them, so it's possible I'm in error here). By definition you still have the power even if you're not willing to use it. If, consequences be damned, you [I]could[/I] use the power, then you have the power; and at the same time have the power to choose not to exercise it. Flagrantly unrealistic [I]by intention[/I] was all it took to sink it for me. Never saw it as any more of a cash grab than any other edition. [/QUOTE]
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How much control do DMs need?
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