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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: 6939789" data-attributes="member: 53980"><p>I don't find it to be difficult at all. For example, in your above scenario, perhaps a heavy fog envelops the goblin horde as they march and they get split up into something more manageable. Now I've got another hook if I feel like it, that being the entity who used their abilities to summon the fog. If not or it slips my mind, then it was merely a fortuitous natural phenomenon. It took me longer to read your scenario than to come up with this "solution" to it.</p><p></p><p>It's like that quote, "Don't sweat the small stuff, and it's all small stuff." As long as you keep to the KISS principle, you can make up whatever you want and justify it in retrospect when (and if) your players investigate the reasons. Admittedly, if you want complex justifications where there are "wheels within wheels" then that will likely be more work and you'll want to prep for it. However that's a choice, not a necessity, when running a dynamic world. I've found that as long as I relax, keep it simple and don't try to overthink things, minimal effort is involved in improvising anything I might need. I usually take the first thing that comes to mind and run with it. Most of my best sessions have heavily relied on this "technique". Obviously, it does require a "quantum" style of game where many things aren't fixed until observed. It probably wouldn't work as well for a DM whose style is more "deterministic".</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6939789, member: 53980"] I don't find it to be difficult at all. For example, in your above scenario, perhaps a heavy fog envelops the goblin horde as they march and they get split up into something more manageable. Now I've got another hook if I feel like it, that being the entity who used their abilities to summon the fog. If not or it slips my mind, then it was merely a fortuitous natural phenomenon. It took me longer to read your scenario than to come up with this "solution" to it. It's like that quote, "Don't sweat the small stuff, and it's all small stuff." As long as you keep to the KISS principle, you can make up whatever you want and justify it in retrospect when (and if) your players investigate the reasons. Admittedly, if you want complex justifications where there are "wheels within wheels" then that will likely be more work and you'll want to prep for it. However that's a choice, not a necessity, when running a dynamic world. I've found that as long as I relax, keep it simple and don't try to overthink things, minimal effort is involved in improvising anything I might need. I usually take the first thing that comes to mind and run with it. Most of my best sessions have heavily relied on this "technique". Obviously, it does require a "quantum" style of game where many things aren't fixed until observed. It probably wouldn't work as well for a DM whose style is more "deterministic". [/QUOTE]
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