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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Fanaelialae" data-source="post: 6936602" data-attributes="member: 53980"><p>I used to think that doing so was more work for the DM, and that it was beyond my skill as a DM. The funny thing is that once I actually gave it a whirl, it was the most natural thing in the world. It's what we, as DMs, are already doing. At least unless you're following the written text of the adventure in lockstep, which I don't think happens outside of the very most inexperienced DMs. It's like if the party decides to walk through the dungeon loudly banging pots and pans together; do the denizens remain static in their rooms waiting for the PCs to enter, or might they come out to investigate what the noise is about?</p><p></p><p>This is just going one small step further and giving a quick thought to what the wider implications of the PCs actions are. It's what every DM has to do if the PCs go even slightly off script (assuming there is a script). It's simply thinking 'The PCs did X; what happens as a result?'. I'd been so daunted at the prospect of "creating" a dynamic world that I never broke it down into its components to consider how it worked. Once I did, I realized that it was really quite simple; I'd effectively been doing it all along, just restricted to a smaller scope. Since the campaign world exists primarily in the mind of the DM, changing your scope isn't hard to do unless you convince yourself otherwise. It's nothing more than making stuff up for the entertainment of the table. IME of course. </p><p></p><p></p><p></p><p>Pretty much. There are games out there that do this, but they're much less simulationist and more story-oriented than D&D. Many of them are good games in their own right, but they offer a very different experience from D&D's wargaming-inspired roots.</p><p></p><p></p><p></p><p>If they do that, I say reward them for being clever. After all, they must have made an effort to convincingly frame the rival faction. Otherwise, they might find that the PCs have merely offered the two factions common ground (the extermination of their new enemy, the PCs).</p><p></p><p>I'd say it's more than just a counter balance. It doesn't simply create an incentive to avoid the 5MWD; I find that it significantly enhances the campaign. The 5MWD hasn't been an issue for us in 5e, but I still do my best to create a dynamic world. The fact that it creates a disincentive with regard to excessive caution on the part of the players is merely the cherry on top.</p><p></p><p></p><p></p><p>Indeed. But it's like the 6-8 encounter day that the DMG recommends. You don't have to use it all the time. You don't even have to use it a majority of the time. You just need to use it often enough that the players are never entirely certain whether going nova will make them struggle later. If you do that, they'll manage their resources even when they don't technically have to. Or they keep TPKing until they learn. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6936602, member: 53980"] I used to think that doing so was more work for the DM, and that it was beyond my skill as a DM. The funny thing is that once I actually gave it a whirl, it was the most natural thing in the world. It's what we, as DMs, are already doing. At least unless you're following the written text of the adventure in lockstep, which I don't think happens outside of the very most inexperienced DMs. It's like if the party decides to walk through the dungeon loudly banging pots and pans together; do the denizens remain static in their rooms waiting for the PCs to enter, or might they come out to investigate what the noise is about? This is just going one small step further and giving a quick thought to what the wider implications of the PCs actions are. It's what every DM has to do if the PCs go even slightly off script (assuming there is a script). It's simply thinking 'The PCs did X; what happens as a result?'. I'd been so daunted at the prospect of "creating" a dynamic world that I never broke it down into its components to consider how it worked. Once I did, I realized that it was really quite simple; I'd effectively been doing it all along, just restricted to a smaller scope. Since the campaign world exists primarily in the mind of the DM, changing your scope isn't hard to do unless you convince yourself otherwise. It's nothing more than making stuff up for the entertainment of the table. IME of course. Pretty much. There are games out there that do this, but they're much less simulationist and more story-oriented than D&D. Many of them are good games in their own right, but they offer a very different experience from D&D's wargaming-inspired roots. If they do that, I say reward them for being clever. After all, they must have made an effort to convincingly frame the rival faction. Otherwise, they might find that the PCs have merely offered the two factions common ground (the extermination of their new enemy, the PCs). I'd say it's more than just a counter balance. It doesn't simply create an incentive to avoid the 5MWD; I find that it significantly enhances the campaign. The 5MWD hasn't been an issue for us in 5e, but I still do my best to create a dynamic world. The fact that it creates a disincentive with regard to excessive caution on the part of the players is merely the cherry on top. Indeed. But it's like the 6-8 encounter day that the DMG recommends. You don't have to use it all the time. You don't even have to use it a majority of the time. You just need to use it often enough that the players are never entirely certain whether going nova will make them struggle later. If you do that, they'll manage their resources even when they don't technically have to. Or they keep TPKing until they learn. ;) [/QUOTE]
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