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*Dungeons & Dragons
On fairies and flying
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<blockquote data-quote="Mecheon" data-source="post: 8417662" data-attributes="member: 6801776"><p>The problem is moreso we're getting into the deeper mess of player character specialities</p><p></p><p>Like, let's take this tomb example. In the tomb there's writing that can onyl be read by one player, so only they are able to do the typical tomb puzzles to get through, and anyone else is just going to flounder about. Its the same situation, someone having something that lets them completely negate challenges. In the temple you've just switched who's potential is being shown from "The flier" to "The one who put all of his points into knowledge skills". Likewise the moment you get into town and oh no, its politics time, flier and knowledge guy aren't very useful, but the Diplomancer who has every charisma thing possible and also went into Changeling for more mischief? Oops, literately every possible challenge here is also negated. Or you're in the wilderness? Oops, the Ranger, Druid or Outlander just negated everything to a debatably worse degree.</p><p></p><p>Problems really should be designed around the party they're being thrown at. We're playing D&D here, not Skyrim, so stuff can be edited. Just because you've heard some super optimised team can take down the Tarrasque at level 1 doesn't mean you'll start throwing Tarrasques at every group</p><p></p><p>(Also just saying, on point 5? The party's not making good decisions if they're huddling around the door not expecting a trap. Sounds like the flier's the only smart one in the party by not hanging around the kind of obvious trap. Iron's a bit of a dead giveaway in the desert. You send up the scoutiest character to set the line and check for the trap, then everyone else comes up)</p><p></p><p></p><p>Consider it the party's resources, not the player's resources. If someone's plonking away with arrows at a distance, it means the rest of the party is spending more resources to deal with that.</p></blockquote><p></p>
[QUOTE="Mecheon, post: 8417662, member: 6801776"] The problem is moreso we're getting into the deeper mess of player character specialities Like, let's take this tomb example. In the tomb there's writing that can onyl be read by one player, so only they are able to do the typical tomb puzzles to get through, and anyone else is just going to flounder about. Its the same situation, someone having something that lets them completely negate challenges. In the temple you've just switched who's potential is being shown from "The flier" to "The one who put all of his points into knowledge skills". Likewise the moment you get into town and oh no, its politics time, flier and knowledge guy aren't very useful, but the Diplomancer who has every charisma thing possible and also went into Changeling for more mischief? Oops, literately every possible challenge here is also negated. Or you're in the wilderness? Oops, the Ranger, Druid or Outlander just negated everything to a debatably worse degree. Problems really should be designed around the party they're being thrown at. We're playing D&D here, not Skyrim, so stuff can be edited. Just because you've heard some super optimised team can take down the Tarrasque at level 1 doesn't mean you'll start throwing Tarrasques at every group (Also just saying, on point 5? The party's not making good decisions if they're huddling around the door not expecting a trap. Sounds like the flier's the only smart one in the party by not hanging around the kind of obvious trap. Iron's a bit of a dead giveaway in the desert. You send up the scoutiest character to set the line and check for the trap, then everyone else comes up) Consider it the party's resources, not the player's resources. If someone's plonking away with arrows at a distance, it means the rest of the party is spending more resources to deal with that. [/QUOTE]
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