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Kinda changing rules without telling players.
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<blockquote data-quote="Forrester" data-source="post: 817494" data-attributes="member: 1279"><p>Yes, I suppose if you wanted to be the Best Damn Teleporter in the realm, you'd be out of luck <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. But that's a pretty silly example. </p><p></p><p>I mean, obviously, if there's something that's completely Core to a concept, I'm going to let them know any changes ahead of time. Case in point: a player in my campaign has been aiming at Shadowdancer since 2nd level. And she's roleplayed her advancement towards Shadowdancer exceptionally well. I told her right off the bat that I had heard Hide in Plain Sight was cheaty, but that I probably wouldn't nerf it, and I told her a couple levels ago (she JUST hit dancer this level) that I would keep it a move-equivalent. </p><p></p><p>I've also said that I expect that except for a possible detour for one level, she'd *stay* shadowdancer, and not just grab Hide in Plain Sight and move on to something else in a munchkin-like fashion. She agreed, though she pointed out the abilities of a Shadowdancer are a little lame after that first level of Prc <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. After which I said I agreed, and we'll nerf those when we come to them . . . </p><p></p><p>So there you go. Lots of room for nerfing at the last second, BUT no surprises that invalidate a character concept that a player has had for awhile. I think that's the perfect balance -- you can help a player create an interesting character without giving them official spell and ability lists seven levels ahead of time.</p></blockquote><p></p>
[QUOTE="Forrester, post: 817494, member: 1279"] Yes, I suppose if you wanted to be the Best Damn Teleporter in the realm, you'd be out of luck :). But that's a pretty silly example. I mean, obviously, if there's something that's completely Core to a concept, I'm going to let them know any changes ahead of time. Case in point: a player in my campaign has been aiming at Shadowdancer since 2nd level. And she's roleplayed her advancement towards Shadowdancer exceptionally well. I told her right off the bat that I had heard Hide in Plain Sight was cheaty, but that I probably wouldn't nerf it, and I told her a couple levels ago (she JUST hit dancer this level) that I would keep it a move-equivalent. I've also said that I expect that except for a possible detour for one level, she'd *stay* shadowdancer, and not just grab Hide in Plain Sight and move on to something else in a munchkin-like fashion. She agreed, though she pointed out the abilities of a Shadowdancer are a little lame after that first level of Prc :). After which I said I agreed, and we'll nerf those when we come to them . . . So there you go. Lots of room for nerfing at the last second, BUT no surprises that invalidate a character concept that a player has had for awhile. I think that's the perfect balance -- you can help a player create an interesting character without giving them official spell and ability lists seven levels ahead of time. [/QUOTE]
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