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Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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<blockquote data-quote="TreChriron" data-source="post: 6577967" data-attributes="member: 5046"><p>Agreed. This doesn't require disadvantage to be balanced.</p><p></p><p></p><p></p><p>First, encourage the characters to be awesome! Also, be a fan of the characters!</p><p></p><p>Second, add challenge to the adventure that supports the characters awesome abilities! Disarming a trap at range is awesome, but is that really eliminating all dangers? What about a time limit? What about opening a lock while the party is engaged with monsters?</p><p></p><p>You've mentally painted yourself into a corner. Here's the common process; 1) The player wants to do something with their character that seems unorthodox 2) the DM immediately hears alarm bells, thinks hard on the request, and looks everything up 3) the DM convinces themselves that this is an exploit. How could it not be? The player asked for it... 4) after finding out the RAW allows the action the DM must stand firmer, as the paint on the floor all around them is still wet! <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>Instead of painting yourself into a corner, why not paint the class ability into a mural? Figure out ways to creatively challenge each character in the adventure without nerfing their abilities. Maybe they find themselves in the middle of a room 60' x 60' with four doors. The door they came in by slams shut. The Rogue assesses the situation and recalls one of their fellow guild members discussing the Kobe Ashi Maroon Death Trap of Confusion. If one trap is disarmed, another triggers opposite it! Now they have to determine what trap to trigger, what shenanigans they will rearrange everyone in the room and then stress out about the inevitable consequences.</p><p></p><p>I'm sure you can come up with more. Painting floors sucks. Paint murals instead! It's more fun for you and the players.</p><p></p><p>Just my two cents...</p></blockquote><p></p>
[QUOTE="TreChriron, post: 6577967, member: 5046"] Agreed. This doesn't require disadvantage to be balanced. First, encourage the characters to be awesome! Also, be a fan of the characters! Second, add challenge to the adventure that supports the characters awesome abilities! Disarming a trap at range is awesome, but is that really eliminating all dangers? What about a time limit? What about opening a lock while the party is engaged with monsters? You've mentally painted yourself into a corner. Here's the common process; 1) The player wants to do something with their character that seems unorthodox 2) the DM immediately hears alarm bells, thinks hard on the request, and looks everything up 3) the DM convinces themselves that this is an exploit. How could it not be? The player asked for it... 4) after finding out the RAW allows the action the DM must stand firmer, as the paint on the floor all around them is still wet! :-) Instead of painting yourself into a corner, why not paint the class ability into a mural? Figure out ways to creatively challenge each character in the adventure without nerfing their abilities. Maybe they find themselves in the middle of a room 60' x 60' with four doors. The door they came in by slams shut. The Rogue assesses the situation and recalls one of their fellow guild members discussing the Kobe Ashi Maroon Death Trap of Confusion. If one trap is disarmed, another triggers opposite it! Now they have to determine what trap to trigger, what shenanigans they will rearrange everyone in the room and then stress out about the inevitable consequences. I'm sure you can come up with more. Painting floors sucks. Paint murals instead! It's more fun for you and the players. Just my two cents... [/QUOTE]
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