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last encounter was totally one-sided
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<blockquote data-quote="Sacrosanct" data-source="post: 6954945" data-attributes="member: 15700"><p>It is <em>not</em> a failure of the game designers to not do everything for you. I'm sorry, but that's an impossible task. Everyone plays differently for one, and thus has different expectations. Seriously, this attitude of "well, it's not to <em>MY</em> liking must mean the designers are failures" needs to end. 4e wasn't designed to my liking AT ALL, but does that mean I can sit here and say the 4e designers are failures? Of course not. The game is designed for the masses, not just you, or me, or any other individual, and the sooner we get past this sense of entitlement, the better as a whole.</p><p></p><p>Running a game is like running anything else that you're in charge of. It requires preparation and time if you expect to have the best possible result. This is not rocket science, and is true whether it's an RPG, band session, fundraiser, convention, whatever. And we're not talking about rewrites here. We're talking about things like it not being good enough that a monster's stat block has the spells it knows listed, but those spells need to be repeated in greater detail further down in the statblock. It's your job as the DM to know what the abilities your monster has. And yes, it is a detriment to everyone else because it takes up more page real estate, which means higher costs and/or elimination of other material because the page count needs to be managed. We're talking about things like the OP saying how his group had an utter cakewalk (and later using that as a reason to show why the rules are broken) when the OP completely neutered the way he ran his NPCs. That's a player issue, not a game design issue.</p><p></p><p></p><p></p><p>They would have worked WAY better if he bothered to play them up to their capabilities. There is no need to change the rules or design. He just didn't bother to try, to either be familiar with their capabilities, or to roleplay them in accordance with their attributes (them being highly experienced geniuses and all that). Again, not a high level design problem, but a player problem.</p><p></p><p>So I'm sorry. If your (general you, not you specifically) position is that you want to run a social game and not put in any prep work, then maybe D&D isn't for you. At least not DMing one. In fact, I'll go so far as to say that if I'm joining a group and the DM feels like they shouldn't have to prepare beforehand? That's a million times worse than the player who shows up and feels like they didn't need to bother reading up on what their character does. Almost always it results in a bad gaming experience.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6954945, member: 15700"] It is [i]not[/i] a failure of the game designers to not do everything for you. I'm sorry, but that's an impossible task. Everyone plays differently for one, and thus has different expectations. Seriously, this attitude of "well, it's not to [i]MY[/i] liking must mean the designers are failures" needs to end. 4e wasn't designed to my liking AT ALL, but does that mean I can sit here and say the 4e designers are failures? Of course not. The game is designed for the masses, not just you, or me, or any other individual, and the sooner we get past this sense of entitlement, the better as a whole. Running a game is like running anything else that you're in charge of. It requires preparation and time if you expect to have the best possible result. This is not rocket science, and is true whether it's an RPG, band session, fundraiser, convention, whatever. And we're not talking about rewrites here. We're talking about things like it not being good enough that a monster's stat block has the spells it knows listed, but those spells need to be repeated in greater detail further down in the statblock. It's your job as the DM to know what the abilities your monster has. And yes, it is a detriment to everyone else because it takes up more page real estate, which means higher costs and/or elimination of other material because the page count needs to be managed. We're talking about things like the OP saying how his group had an utter cakewalk (and later using that as a reason to show why the rules are broken) when the OP completely neutered the way he ran his NPCs. That's a player issue, not a game design issue. They would have worked WAY better if he bothered to play them up to their capabilities. There is no need to change the rules or design. He just didn't bother to try, to either be familiar with their capabilities, or to roleplay them in accordance with their attributes (them being highly experienced geniuses and all that). Again, not a high level design problem, but a player problem. So I'm sorry. If your (general you, not you specifically) position is that you want to run a social game and not put in any prep work, then maybe D&D isn't for you. At least not DMing one. In fact, I'll go so far as to say that if I'm joining a group and the DM feels like they shouldn't have to prepare beforehand? That's a million times worse than the player who shows up and feels like they didn't need to bother reading up on what their character does. Almost always it results in a bad gaming experience. [/QUOTE]
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