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Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="gizmo33" data-source="post: 3827273" data-attributes="member: 30001"><p>It's the player that decides which door to kick in and how to use information to get them to the door in the first place. This issue is missing some important context - I don't think kicking in random doors is a part of many people's play styles. </p><p></p><p>A player that complains about not being able to use his powers in a given dungeon is missing the point. If the player figured out why the heck his PC was adventuring in the first place then the rest of it would fall into place. Wandering around without motivation and expecting the DM to cater to his interests is not good playing IMO. </p><p></p><p>Also, if you undertake a mission that is important to your character, then if the dungeon takes advatange of some weaknesses (like undead vs. rogue) then it's still worth prevailing. Keeping your eye on the prize and not being filled with too much "oh woe is me" about not having all of your powers available is mitigated by the fact that what you're doing has some meaning to the character ("bard" or not).</p><p></p><p>So the bottom line is: having character motivation will increase the likelihood that your important powers will be usable, and if they're not usable in a particular scenario, it will enable you to look past the rather superficial goal of wowing your fellow players and focus on important character-related issues.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3827273, member: 30001"] It's the player that decides which door to kick in and how to use information to get them to the door in the first place. This issue is missing some important context - I don't think kicking in random doors is a part of many people's play styles. A player that complains about not being able to use his powers in a given dungeon is missing the point. If the player figured out why the heck his PC was adventuring in the first place then the rest of it would fall into place. Wandering around without motivation and expecting the DM to cater to his interests is not good playing IMO. Also, if you undertake a mission that is important to your character, then if the dungeon takes advatange of some weaknesses (like undead vs. rogue) then it's still worth prevailing. Keeping your eye on the prize and not being filled with too much "oh woe is me" about not having all of your powers available is mitigated by the fact that what you're doing has some meaning to the character ("bard" or not). So the bottom line is: having character motivation will increase the likelihood that your important powers will be usable, and if they're not usable in a particular scenario, it will enable you to look past the rather superficial goal of wowing your fellow players and focus on important character-related issues. [/QUOTE]
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