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Technical play skill + setting/situation + narrative + player dissatisfaction
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<blockquote data-quote="Blue" data-source="post: 9208397" data-attributes="member: 20564"><p>On social media D&D groups, with some frequency I see "my player has this one trick that works really well, how do I shut it down so we can have this cinematic end fight?". And while I am definitely for pushing characters out of their comfort zone with some regularity, the idea that a DM is plotting to shut down a player's character because it's too effective during a big set-piece cinematic moment also rubs me the wrong way. It feels almost vindictive, like the other characters will get to contribute to the story climax, but <em>you</em> won't because you were too effective earlier.</p><p></p><p>Since I've just espoused both sides of the coin, let me talk about walking the line. Taking away someone's abilities should be done in a way that <em>increases</em> their fun. Note that fun is not effectiveness. But turning something into a puzzle, giving people chances to spotlight little used abilities, chances to overcome in non-standard ways can all be a great experience. A long-by-the-clock set-piece battle with narrative weight behind it where one or more (but not all) of the characters will be intentionally handicapped is very likely not the place for it.</p><p></p><p>With the original description - having some droid foes along the way that were immune to mind control, and others that summoned reinforcements so going in shooting was the hardest option, and other ways to make the player think would have been a load of fun. Doing it on the BBEG where you need to grind through without all of the rewards (and yes, skill-ups in video games are rewards) the player has rightfully earned is a whole different story.</p></blockquote><p></p>
[QUOTE="Blue, post: 9208397, member: 20564"] On social media D&D groups, with some frequency I see "my player has this one trick that works really well, how do I shut it down so we can have this cinematic end fight?". And while I am definitely for pushing characters out of their comfort zone with some regularity, the idea that a DM is plotting to shut down a player's character because it's too effective during a big set-piece cinematic moment also rubs me the wrong way. It feels almost vindictive, like the other characters will get to contribute to the story climax, but [I]you[/I] won't because you were too effective earlier. Since I've just espoused both sides of the coin, let me talk about walking the line. Taking away someone's abilities should be done in a way that [I]increases[/I] their fun. Note that fun is not effectiveness. But turning something into a puzzle, giving people chances to spotlight little used abilities, chances to overcome in non-standard ways can all be a great experience. A long-by-the-clock set-piece battle with narrative weight behind it where one or more (but not all) of the characters will be intentionally handicapped is very likely not the place for it. With the original description - having some droid foes along the way that were immune to mind control, and others that summoned reinforcements so going in shooting was the hardest option, and other ways to make the player think would have been a load of fun. Doing it on the BBEG where you need to grind through without all of the rewards (and yes, skill-ups in video games are rewards) the player has rightfully earned is a whole different story. [/QUOTE]
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