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<blockquote data-quote="kramis" data-source="post: 885459" data-attributes="member: 2084"><p><strong>Re: Re: Re: Re: old religious texts</strong></p><p></p><p></p><p></p><p></p><p>This is a perfect example of my more general point. What the thread should be about with regard to this is "in my campaign we play it this way and it seems ok" and then someone says "we tried it this way in our campaign, but it seemed a little overpowered so we changed it after a while", then someone could ask "do you play a more plot based or fighting based campaign" and voila! actual useful information has been exchanged and someone reading the thread wondering how they should use the spell in their game has a good resource for helping them make that decision for the enjoyment of all involved.</p><p></p><p>"Should" is completely stupid in non-tournament games, it's meaningless. People play different styles of games ... some people play 26 point buy characters and some play 38, some people find +3 swords at first level and like it just fine, others have trouble getting a +1 by 5th.</p><p></p><p>Some guy on one of these posts said something really cool (and really pissed off all the rules lawyers) ... he said ALL the rules in a rollplaying game are intended as guidelines.</p><p></p><p>The big advantage I see with getting some sort of "official" ruling on a quibble is that some players are more comfortable if the DM can say "well, it's a rule, that's the way it is" in regard to something that negatively effects them ... this way they don't feel like the DM is picking on them or anything. And sometimes the situation is so confusing you don't want to spend the time to sort out some house rule when someone else has already tried several variations on it and there's plenty of good advice to get.</p></blockquote><p></p>
[QUOTE="kramis, post: 885459, member: 2084"] [b]Re: Re: Re: Re: old religious texts[/b] This is a perfect example of my more general point. What the thread should be about with regard to this is "in my campaign we play it this way and it seems ok" and then someone says "we tried it this way in our campaign, but it seemed a little overpowered so we changed it after a while", then someone could ask "do you play a more plot based or fighting based campaign" and voila! actual useful information has been exchanged and someone reading the thread wondering how they should use the spell in their game has a good resource for helping them make that decision for the enjoyment of all involved. "Should" is completely stupid in non-tournament games, it's meaningless. People play different styles of games ... some people play 26 point buy characters and some play 38, some people find +3 swords at first level and like it just fine, others have trouble getting a +1 by 5th. Some guy on one of these posts said something really cool (and really pissed off all the rules lawyers) ... he said ALL the rules in a rollplaying game are intended as guidelines. The big advantage I see with getting some sort of "official" ruling on a quibble is that some players are more comfortable if the DM can say "well, it's a rule, that's the way it is" in regard to something that negatively effects them ... this way they don't feel like the DM is picking on them or anything. And sometimes the situation is so confusing you don't want to spend the time to sort out some house rule when someone else has already tried several variations on it and there's plenty of good advice to get. [/QUOTE]
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