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<blockquote data-quote="Mort" data-source="post: 8874858" data-attributes="member: 762"><p>Never said spells were <strong>player </strong>empowering, but that they were character empowering.</p><p></p><p>That said, spells are only a limited resource if the players are not allowed to dictate the pace of play. If the players are allowed to dictate the pace, then they will always have sufficient spell resources for any given issue and the fact that they have "used a resource" is meaningless because that resource is regained before its absence can be felt.</p><p></p><p>Yes, sort of. The DM has to make a conscious, concerted effort to take these measures - above and beyond whatever world building they are already doing. More importantly the DM has to KNOW to do these things, which is not well spelled out - certainly not in the DMG. Most DMs learn to do this AFTER casters ran away with their first campaign. </p><p></p><p></p><p></p><p>This is exactly right, and what arguments that proclaim "Martials can go all day..." completely miss. Martials have a very limited use resource too, HP, and it tends to run out LONG before the casters run out of all their spells (yes casters have limited HP too, but generally it is the task of the martials to do their best to make sure their HP gets hit before the caster's HP).</p><p></p><p>But again, this is negated if the players can set the pace of play. If they can, HP and spell depletion don't matter that much.</p><p></p><p></p><p>I think the issue is that pacing is not stressed as part of DMing - and it REALLY needs to be. As for it not being fun. I think teaching/learning how to properly pace an adventure leads to significantly increased fun at the table.</p><p></p><p>But yes, I'll agree that many modules don't really bother with this, they are set on telling a fixed story and pacing is outside of that.</p><p></p><p></p><p></p><p></p><p>Good points. I'll just stress that in 5e, like in prior editions of D&D, the DM has just about ALL the power. There is no point in talking about imbalance. The correct discussion (IMO) is how the DM should apply the power for optimal fun at the table (which may not be the same for every group) and how best to teach DMs to apply the power for maximum fun.</p></blockquote><p></p>
[QUOTE="Mort, post: 8874858, member: 762"] Never said spells were [B]player [/B]empowering, but that they were character empowering. That said, spells are only a limited resource if the players are not allowed to dictate the pace of play. If the players are allowed to dictate the pace, then they will always have sufficient spell resources for any given issue and the fact that they have "used a resource" is meaningless because that resource is regained before its absence can be felt. Yes, sort of. The DM has to make a conscious, concerted effort to take these measures - above and beyond whatever world building they are already doing. More importantly the DM has to KNOW to do these things, which is not well spelled out - certainly not in the DMG. Most DMs learn to do this AFTER casters ran away with their first campaign. This is exactly right, and what arguments that proclaim "Martials can go all day..." completely miss. Martials have a very limited use resource too, HP, and it tends to run out LONG before the casters run out of all their spells (yes casters have limited HP too, but generally it is the task of the martials to do their best to make sure their HP gets hit before the caster's HP). But again, this is negated if the players can set the pace of play. If they can, HP and spell depletion don't matter that much. I think the issue is that pacing is not stressed as part of DMing - and it REALLY needs to be. As for it not being fun. I think teaching/learning how to properly pace an adventure leads to significantly increased fun at the table. But yes, I'll agree that many modules don't really bother with this, they are set on telling a fixed story and pacing is outside of that. Good points. I'll just stress that in 5e, like in prior editions of D&D, the DM has just about ALL the power. There is no point in talking about imbalance. The correct discussion (IMO) is how the DM should apply the power for optimal fun at the table (which may not be the same for every group) and how best to teach DMs to apply the power for maximum fun. [/QUOTE]
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