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<blockquote data-quote="delericho" data-source="post: 5731318" data-attributes="member: 22424"><p>Yep.</p><p></p><p></p><p></p><p>Again, I agree, with one caveat.</p><p></p><p>If there is a pendulum between "player power" and "DM power", then I am inclined to think it has now swung a little too far towards "player power", and I would like to see that redressed <em>somewhat</em>. But I'm certainly not advocating a move (back) to a mentality of "the DM is god"!</p><p></p><p></p><p></p><p>I don't vote in their polls. <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=":)" /></p><p></p><p>Where I disagree with you here is the "solve any challenge in the game through the application of the resources my character has" bit. I think it's acceptably, maybe even better, if sometimes (even "quite often"), the required resources aren't immediately on the character sheet, but are found elsewhere in the adventure. Also, if PCs are required to choose what to take with them (either directly in the form of their equipment, or indirectly via power choices), then I think it's equally fine if that leaves them less able to handle some challenges than others - they'll have an easier time elsewhere to compensate. (Although I suspect "less able", as opposed to "unable", is the important part.)</p><p></p><p>Oh, and "able to solve" of course doesn't mean "able to <em>easily</em> solve". I'm inclined to think that if the PCs just dive right in and throw dice, assuming average rolls, they should probably fail the adventure (however you define 'fail'). If they're smart or they're lucky, they should succeed at cost. And if they're smart and lucky, they should succeed quite easily. But that's an adventure design issue - it's all about setting an appropriate level of difficulty.</p></blockquote><p></p>
[QUOTE="delericho, post: 5731318, member: 22424"] Yep. Again, I agree, with one caveat. If there is a pendulum between "player power" and "DM power", then I am inclined to think it has now swung a little too far towards "player power", and I would like to see that redressed [i]somewhat[/i]. But I'm certainly not advocating a move (back) to a mentality of "the DM is god"! I don't vote in their polls. :) Where I disagree with you here is the "solve any challenge in the game through the application of the resources my character has" bit. I think it's acceptably, maybe even better, if sometimes (even "quite often"), the required resources aren't immediately on the character sheet, but are found elsewhere in the adventure. Also, if PCs are required to choose what to take with them (either directly in the form of their equipment, or indirectly via power choices), then I think it's equally fine if that leaves them less able to handle some challenges than others - they'll have an easier time elsewhere to compensate. (Although I suspect "less able", as opposed to "unable", is the important part.) Oh, and "able to solve" of course doesn't mean "able to [i]easily[/i] solve". I'm inclined to think that if the PCs just dive right in and throw dice, assuming average rolls, they should probably fail the adventure (however you define 'fail'). If they're smart or they're lucky, they should succeed at cost. And if they're smart and lucky, they should succeed quite easily. But that's an adventure design issue - it's all about setting an appropriate level of difficulty. [/QUOTE]
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