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General Tabletop Discussion
*Dungeons & Dragons
Taking turn DMing for a group that just had a really good DM
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<blockquote data-quote="timASW" data-source="post: 6054145" data-attributes="member: 6698787"><p>One way might be to try to alternate gaming sessions with the old DM so there isnt a bunch of system shock for the switch over. If thats an option. </p><p></p><p>Other then that I would say to ease up on allowing things you think are broken. Its not the end of the world. If your banning for specific flavor reasons I'd consider that to be perfectly valid. If you think something is too powerful though just roll with it. </p><p></p><p>For an example I have a player who took advantage one night of me being a little distracted (vaguely drunk) and not paying attention (helping a new player roll up a character) to get me to allow his pathfinder druid animal companion to have the creature of legend template and some other template too. (first time GMing pathfinder....)</p><p></p><p>Anyway so as it turns out this thing is a damn combat monster that blows everything away toe to toe. Does this break my game? </p><p></p><p>Hell no, i just upped the toughness of enemies or included one really big tougher monster in most combats for it to fight. </p><p></p><p>Could I have checked that out the next session and told him "dude i read that again and no way"? </p><p></p><p>Sure I could. But he's one of the better roleplayers I've gamed with and does the wolf so well its become one of my favorite characters in a game of all time. He spends more time playing the wolf then his actual druid, who spends lots of time off in the woods doing druidsy stuff. </p><p></p><p>So if i HAD said no to what seemed (and probably is) to be an overpowered combo the whole group would have missed out on some great RP and interesting combats that might not have been possible without it at this level.</p></blockquote><p></p>
[QUOTE="timASW, post: 6054145, member: 6698787"] One way might be to try to alternate gaming sessions with the old DM so there isnt a bunch of system shock for the switch over. If thats an option. Other then that I would say to ease up on allowing things you think are broken. Its not the end of the world. If your banning for specific flavor reasons I'd consider that to be perfectly valid. If you think something is too powerful though just roll with it. For an example I have a player who took advantage one night of me being a little distracted (vaguely drunk) and not paying attention (helping a new player roll up a character) to get me to allow his pathfinder druid animal companion to have the creature of legend template and some other template too. (first time GMing pathfinder....) Anyway so as it turns out this thing is a damn combat monster that blows everything away toe to toe. Does this break my game? Hell no, i just upped the toughness of enemies or included one really big tougher monster in most combats for it to fight. Could I have checked that out the next session and told him "dude i read that again and no way"? Sure I could. But he's one of the better roleplayers I've gamed with and does the wolf so well its become one of my favorite characters in a game of all time. He spends more time playing the wolf then his actual druid, who spends lots of time off in the woods doing druidsy stuff. So if i HAD said no to what seemed (and probably is) to be an overpowered combo the whole group would have missed out on some great RP and interesting combats that might not have been possible without it at this level. [/QUOTE]
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Taking turn DMing for a group that just had a really good DM
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