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<blockquote data-quote="Faolyn" data-source="post: 8238323" data-attributes="member: 6915329"><p>I'm going to be brutally honest with you: your lack of punctuation and frequent use of non-game terminology (even with helpful links to explain it) often makes it difficult to follow what you say.</p><p></p><p></p><p>I have heard it repeatedly said that, back in Basic/1e, it was said you only got into combat when you failed every other method. Perhaps the issue is less with these resistances and more with the game for failing to provide other options for killing or stopping foes.</p><p></p><p>Example: lycanthropes. I'm working on fixing up my list of templates (as I mentioned elsewhere) and in this list, re-included the idea of allergens--wolvesbane and the like. So even if there are no magical or silvered weapons in the party, <a href="https://www.yafgc.net/comic/2534-poke/" target="_blank">a normal weapon could be used </a>to deliver that sort of toxin to help defeat a werebeast.</p><p></p><p></p><p>Agreed on both of these. Although the DMG has some very vague guidelines for making spells (and those overtuned spells are there for rather dumb reasons, IMO).</p><p></p><p></p><p>As I briefly talked about in another thread (the one about adding a thing to the game, re: the Bloodied condition), there's a difference between a scripted story and an RPG. In a story, you can control exactly what everyone can or can't do and, in the case of some of the "power limiters" mentioned in the link, make stuff up later on to explain sudden enormous leaps in strength. <em>And </em>you want to hold off on showing the best of your character's abilities until it's dramatically appropriate. </p><p></p><p>In an RPG, you not only can't control what the players can do in a particular battle (unless you're a jerk of a GM), but it doesn't make sense for an NPC to try to minimize damage to themselves by hauling out the big guns early. Every round you spend not showing your final form is a round you risk getting offed by a player who's spent a lot of time looking over their character sheet and thinking up the best combos.</p><p><a href="https://www.youtube.com/watch?v=GYysLFru7u8" target="_blank">https://www.youtube.com/watch?v=GYysLFru7u8</a></p><p></p><p>To be fair, there never was. It's just that there's a lot more casters now than there were in Ye Olden Days, and casters now advance at the same rate as martials, instead of slower.</p><p></p><p>Also to be fair, many (non-AL) GMS put magic items out because they seem cool or fit the adventure. In my last adventure, I gave my 6th-level PCs a legendary and a rare magic item (<em>iron flask, bowl of commanding water elementals</em>) because, well, they were storming a wizard's tower, and the fact that the wizard did a lot of summoning and enslaving of elementals was key to the plot.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8238323, member: 6915329"] I'm going to be brutally honest with you: your lack of punctuation and frequent use of non-game terminology (even with helpful links to explain it) often makes it difficult to follow what you say. I have heard it repeatedly said that, back in Basic/1e, it was said you only got into combat when you failed every other method. Perhaps the issue is less with these resistances and more with the game for failing to provide other options for killing or stopping foes. Example: lycanthropes. I'm working on fixing up my list of templates (as I mentioned elsewhere) and in this list, re-included the idea of allergens--wolvesbane and the like. So even if there are no magical or silvered weapons in the party, [URL='https://www.yafgc.net/comic/2534-poke/']a normal weapon could be used [/URL]to deliver that sort of toxin to help defeat a werebeast. Agreed on both of these. Although the DMG has some very vague guidelines for making spells (and those overtuned spells are there for rather dumb reasons, IMO). As I briefly talked about in another thread (the one about adding a thing to the game, re: the Bloodied condition), there's a difference between a scripted story and an RPG. In a story, you can control exactly what everyone can or can't do and, in the case of some of the "power limiters" mentioned in the link, make stuff up later on to explain sudden enormous leaps in strength. [I]And [/I]you want to hold off on showing the best of your character's abilities until it's dramatically appropriate. In an RPG, you not only can't control what the players can do in a particular battle (unless you're a jerk of a GM), but it doesn't make sense for an NPC to try to minimize damage to themselves by hauling out the big guns early. Every round you spend not showing your final form is a round you risk getting offed by a player who's spent a lot of time looking over their character sheet and thinking up the best combos. [URL='https://www.youtube.com/watch?v=GYysLFru7u8'][/URL] To be fair, there never was. It's just that there's a lot more casters now than there were in Ye Olden Days, and casters now advance at the same rate as martials, instead of slower. Also to be fair, many (non-AL) GMS put magic items out because they seem cool or fit the adventure. In my last adventure, I gave my 6th-level PCs a legendary and a rare magic item ([I]iron flask, bowl of commanding water elementals[/I]) because, well, they were storming a wizard's tower, and the fact that the wizard did a lot of summoning and enslaving of elementals was key to the plot. [/QUOTE]
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