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General Tabletop Discussion
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How much do your trust the advice of others?
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<blockquote data-quote="77IM" data-source="post: 7371873" data-attributes="member: 12377"><p>I'm usually the one giving advice, and I try hard to be conscious of not stepping on other player's toes by swatting down reasonable ideas. In fact, at this point, I mostly point out the two most egregious errors I see people make:</p><p></p><p style="margin-left: 20px">1) Ability scores don't match what they want their character to do. Like, if you have a Strength of 11, don't carry a warhammer and shield and wade into melee. Your attacks are kind of a waste of time. If that's what you want to do all day, maybe get your Strength up to at least a 14? Or, how's your Dex; try a finesse weapon? Got any attack cantrips?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Or similarly, a player wants to be the talky guy but they've dumped Charisma. Oops! Yes, Virginia, some DMs really do call for Charisma checks.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2) Not Picking Any Useful Spells. Like, I get it, there are lots of "fun" spells so maybe you don't want to spend ALL your spell picks on the most devastating damage or crazy buff-combos. But, honestly, try to get at least an attack cantrip and some sort of nuclear option. You're not going to <em>identify</em> and <em>rope trick</em> enemies to death.</p><p></p><p>I feel like some players, especially the ones that pick lousy spell lists, deliberately create crappy characters as a sort of passive-aggressive challenge to the game rules. "I should be allowed to play a cloistered pacifist! It makes me better than those violent min-maxers! It's role-playing!"</p><p></p><p>Uhhh, yeah, that sounds pretty cool, until it's your turn in combat and you have nothing useful to do because your only relevant spell is <em>vicious mockery</em>. Great little spell; gets kinda boring spamming it session after session.</p></blockquote><p></p>
[QUOTE="77IM, post: 7371873, member: 12377"] I'm usually the one giving advice, and I try hard to be conscious of not stepping on other player's toes by swatting down reasonable ideas. In fact, at this point, I mostly point out the two most egregious errors I see people make: [INDENT]1) Ability scores don't match what they want their character to do. Like, if you have a Strength of 11, don't carry a warhammer and shield and wade into melee. Your attacks are kind of a waste of time. If that's what you want to do all day, maybe get your Strength up to at least a 14? Or, how's your Dex; try a finesse weapon? Got any attack cantrips? Or similarly, a player wants to be the talky guy but they've dumped Charisma. Oops! Yes, Virginia, some DMs really do call for Charisma checks. 2) Not Picking Any Useful Spells. Like, I get it, there are lots of "fun" spells so maybe you don't want to spend ALL your spell picks on the most devastating damage or crazy buff-combos. But, honestly, try to get at least an attack cantrip and some sort of nuclear option. You're not going to [I]identify[/I] and [I]rope trick[/I] enemies to death.[/INDENT] I feel like some players, especially the ones that pick lousy spell lists, deliberately create crappy characters as a sort of passive-aggressive challenge to the game rules. "I should be allowed to play a cloistered pacifist! It makes me better than those violent min-maxers! It's role-playing!" Uhhh, yeah, that sounds pretty cool, until it's your turn in combat and you have nothing useful to do because your only relevant spell is [I]vicious mockery[/I]. Great little spell; gets kinda boring spamming it session after session. [/QUOTE]
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