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*Dungeons & Dragons
Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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<blockquote data-quote="DEFCON 1" data-source="post: 6449343" data-attributes="member: 7006"><p>Yes, you are being too harsh in my opinion.</p><p></p><p>By taking this sub-class, he's basically telling you that having things blow up point-blank isn't "dramatic" to him... it's just irritating. Drama comes from having to make hard or fast decisions-- a trap that goes off and starts filling up a room with gas forcing the entire party to figure out how to survive it over the next couple rounds is dramatic. Rolling poorly on a disarm check and then just getting told "Glyph blows up... take 20 damage" isn't dramatic in my opinion. If you want drama out of traps... those really aren't it.</p><p></p><p>Now... if you want to impose Disadvantage on <em>certain</em> disarm checks because of the situation he finds himself in when he's having to do it... like for instance the room has a half-dozen scythes swinging back and forth across the room and he's trying to Mage Hand disarm the trap on the far side of them but keeps getting his sight blocked... then that's cool. He's getting Disadvantage because the check calls for it. But having *all* ranged checks as Disadvantage simply because you don't want to give up the "needle springs out and hits your finger-- 10 points" kind of trap is kinda meh.</p><p></p><p>The way he designed his character is an indication of the kind of game he's looking to play. In my opinion it's our job as DMs to facilitate that gameplay, rather than cut it off at the knees.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6449343, member: 7006"] Yes, you are being too harsh in my opinion. By taking this sub-class, he's basically telling you that having things blow up point-blank isn't "dramatic" to him... it's just irritating. Drama comes from having to make hard or fast decisions-- a trap that goes off and starts filling up a room with gas forcing the entire party to figure out how to survive it over the next couple rounds is dramatic. Rolling poorly on a disarm check and then just getting told "Glyph blows up... take 20 damage" isn't dramatic in my opinion. If you want drama out of traps... those really aren't it. Now... if you want to impose Disadvantage on [i]certain[/i] disarm checks because of the situation he finds himself in when he's having to do it... like for instance the room has a half-dozen scythes swinging back and forth across the room and he's trying to Mage Hand disarm the trap on the far side of them but keeps getting his sight blocked... then that's cool. He's getting Disadvantage because the check calls for it. But having *all* ranged checks as Disadvantage simply because you don't want to give up the "needle springs out and hits your finger-- 10 points" kind of trap is kinda meh. The way he designed his character is an indication of the kind of game he's looking to play. In my opinion it's our job as DMs to facilitate that gameplay, rather than cut it off at the knees. [/QUOTE]
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Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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