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Restrictions vs. Everything Goes
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<blockquote data-quote="Celtavian" data-source="post: 624115" data-attributes="member: 5834"><p><strong>Re</strong></p><p></p><p>I have never had a problem in my games with the way the rules work save for the most extreme examples of bad game design aka pre-errata Armor of Speed, Miasma and Harm. I also bother my players into submission when they do things like 'take 2 levels of this/2 levels of that/2 levels of the other thing' to create min-maxed charactes. </p><p></p><p>I do this because flavor is very important to me. I want a character to seem viable and a prestige class to actually mean something. When I say mean something, I mean be a path that the player sticks to until he can go no further in that class. </p><p></p><p>I certainly don't mind them mixing up prestige classes if they have a concept in mind, but not just for min/max purposes. The only prestige classes I have had a problem with have been the archer prestige classes. People are always trying to mix up the various archery prestige classes to create the ultimate archer. It's to bad they set up those classes so that this was possible, even seemingly encouraged.</p><p></p><p>My group plays in the FR, I allow any FR book or spell in the game. I let them play whatever race they wish using the ECL rules. I am pretty much an anything goes DM. I even added to a few of the classes rather than took away. It doesn't interfere with my game in the slightest.</p><p></p><p>I do modify modules myself and design a few of my own adventures. I also employ some fairly ruthless tactics which always seems to give my NPC's the advantage. I also make sure my major enemies have enough intelligence on the PC's to counter their tactics. I don't mind having a major NPC flee to have them fight another day when better prepared. I feel as though this is how such enemies should be played.</p><p></p><p>Restrictions give the campaign a certain flavor. That is what they are there for. I have never met a DM who ran things exactly like another DM, even if they agree on many of the same changes.</p><p></p><p>If you decide to place certain restrictions on your game, just explain why to your players. Please don't fall into the "Just because I don't think it is right" category. That often makes players unhappy, especially if you are uncompromising or reacting to one of their tactics. </p><p></p><p>Try to think of a way to deal with the tactic without changing a rule before you resort to restrictions. For example, if your players are changing themselves into trolls all the time, then have another party of adventurers show up and attack them. If the attack is dangerous enough, the party will get the message.</p><p></p><p>There are definitely better ways to deal with mix/maxers and power gamers than changing the rules. I prefer to use such methods rather than imposing restrictions on the players.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 624115, member: 5834"] [b]Re[/b] I have never had a problem in my games with the way the rules work save for the most extreme examples of bad game design aka pre-errata Armor of Speed, Miasma and Harm. I also bother my players into submission when they do things like 'take 2 levels of this/2 levels of that/2 levels of the other thing' to create min-maxed charactes. I do this because flavor is very important to me. I want a character to seem viable and a prestige class to actually mean something. When I say mean something, I mean be a path that the player sticks to until he can go no further in that class. I certainly don't mind them mixing up prestige classes if they have a concept in mind, but not just for min/max purposes. The only prestige classes I have had a problem with have been the archer prestige classes. People are always trying to mix up the various archery prestige classes to create the ultimate archer. It's to bad they set up those classes so that this was possible, even seemingly encouraged. My group plays in the FR, I allow any FR book or spell in the game. I let them play whatever race they wish using the ECL rules. I am pretty much an anything goes DM. I even added to a few of the classes rather than took away. It doesn't interfere with my game in the slightest. I do modify modules myself and design a few of my own adventures. I also employ some fairly ruthless tactics which always seems to give my NPC's the advantage. I also make sure my major enemies have enough intelligence on the PC's to counter their tactics. I don't mind having a major NPC flee to have them fight another day when better prepared. I feel as though this is how such enemies should be played. Restrictions give the campaign a certain flavor. That is what they are there for. I have never met a DM who ran things exactly like another DM, even if they agree on many of the same changes. If you decide to place certain restrictions on your game, just explain why to your players. Please don't fall into the "Just because I don't think it is right" category. That often makes players unhappy, especially if you are uncompromising or reacting to one of their tactics. Try to think of a way to deal with the tactic without changing a rule before you resort to restrictions. For example, if your players are changing themselves into trolls all the time, then have another party of adventurers show up and attack them. If the attack is dangerous enough, the party will get the message. There are definitely better ways to deal with mix/maxers and power gamers than changing the rules. I prefer to use such methods rather than imposing restrictions on the players. [/QUOTE]
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