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General Tabletop Discussion
*Dungeons & Dragons
Is power creep bad?
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<blockquote data-quote="CleverNickName" data-source="post: 8637704" data-attributes="member: 50987"><p>I have a few theories on why DMs hate power creep so much:</p><p></p><p>Theory 1: A lot of Dungeon Masters have a "my monsters vs. the player characters" attitude. They are on Team Monster, and it's up to them to create interesting challenges and goals for Team Heroes. Power creep makes their job more difficult, because they have to consider more and more angles and contingencies with every new splatbook.</p><p></p><p>Theory 2: A lot of Dungeon Masters do not write their own adventures or campaign settings. They instead rely on published material, and that published material might not have been written with power creep in mind. This puts the DM in a position of having to rewrite or adjust these published adventures to fit their players' characters, which defeats the purpose of buying published materials in the first place.</p><p></p><p>But for my part? I voted "Meh, whatever." I don't have a problem with it. I write my own adventures and I write my own campaign setting, and I give my players all sorts of special powers and boosts at 1st and 2nd level. (First-level characters get to start with their choice of a feat or a magic item from Table F, for example.) And as far as balance goes, I can always add more monsters to an encounter or extra poison to a boobytrap. I can always add or remove gems and magic items from treasure hoards. And I can always give those ogres some full plate and a shield. (shrug) No matter how many toys and tools and abilities the characters get, I will always have far more.</p><p></p><p>Also, most people talk about power creep in the context of combat, and combat is only about 1/3 of the game at my table. I haven't seen any complaints about social challenges or exploration being ruined/unbalanced by power creep. I feel like the more combat-heavy your game is, the more of an issue power creep will be.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8637704, member: 50987"] I have a few theories on why DMs hate power creep so much: Theory 1: A lot of Dungeon Masters have a "my monsters vs. the player characters" attitude. They are on Team Monster, and it's up to them to create interesting challenges and goals for Team Heroes. Power creep makes their job more difficult, because they have to consider more and more angles and contingencies with every new splatbook. Theory 2: A lot of Dungeon Masters do not write their own adventures or campaign settings. They instead rely on published material, and that published material might not have been written with power creep in mind. This puts the DM in a position of having to rewrite or adjust these published adventures to fit their players' characters, which defeats the purpose of buying published materials in the first place. But for my part? I voted "Meh, whatever." I don't have a problem with it. I write my own adventures and I write my own campaign setting, and I give my players all sorts of special powers and boosts at 1st and 2nd level. (First-level characters get to start with their choice of a feat or a magic item from Table F, for example.) And as far as balance goes, I can always add more monsters to an encounter or extra poison to a boobytrap. I can always add or remove gems and magic items from treasure hoards. And I can always give those ogres some full plate and a shield. (shrug) No matter how many toys and tools and abilities the characters get, I will always have far more. Also, most people talk about power creep in the context of combat, and combat is only about 1/3 of the game at my table. I haven't seen any complaints about social challenges or exploration being ruined/unbalanced by power creep. I feel like the more combat-heavy your game is, the more of an issue power creep will be. [/QUOTE]
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