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<blockquote data-quote="nittanytbone" data-source="post: 3434077" data-attributes="member: 35709"><p>As a fellow DM, I think Ellie is likely being quite fair. Its easy to be fair to a given, set difficulty level when running a module. Also, I believe in statistics in the long run. Here's my rough comments on each of the issues he brings up.</p><p></p><p></p><p></p><p>Clerics, when correctly played, are the MOST powerful character in the game (except possibly for Druids). Even newbie clerics can be fairly effective, so long as they have WIS 15+, do not multiclass (lose caster levels), and do not have a race with ECL. As DM, it would probably be helpful to walk them through a side-quest solo adventure, perhaps with a more experienced NPC cleric or monk to provide running commentary on how to not suck.</p><p></p><p></p><p></p><p>If players fail to properly manage their HP -- especially melee characters -- they will die. If players play races with ECL>0 at low levels, they will be eggshells that die (or are useless). And critical hits always favor the monsters (PCs are rarely immune to crits, and the monsters will make more to-hit rolls over the course of a campaign).</p><p></p><p>What can you do as DM? First, don't permit ECL>0 races, or if you do, use some sort of LA buy-off, nerfed versions with no LA, or something. If someone wants to play something non-standard, they're better off with a Goblin than a Drow. Next, you can make sure your monsters are using appropriate weapons. Most humanoid riff-raff will have spears and clubs and the like, which are mere Crit x 2 weapons. They will not have swords (broader crit range) due to expense.</p><p></p><p></p><p></p><p>I always roll behind the screen except at critical, dramatic moments where I bring it out front. First off, players should NOT know the exact attack bonus of a foe (which they do if you roll openly). Say that goblin is really an ogre magi with an illusion spell running -- you don't want to ruin the surprise! Second, it allows you to fudge to save a good, well played character that is having bad luck through no fault of the player. Of course, never admit this.</p><p></p><p></p><p></p><p>I believe in statistics. And PCs have many ways to get around luck of the dice in really critical situations (The Luck domain, Truestrike spells, Buff spells like Bless/Prayer...)</p><p></p><p></p><p></p><p>This is the same as issue #3. The spellcasters must budget their spell inventory, and fighters must budget their HP.</p><p></p><p></p><p></p><p>That needs to change. The solo one shot with the cleric types might help. Alternatively, begin giving XP or treasure bonuses to characters that fulfill their archetypal role. In 1e, there is a training system that forces you to spend long periods of time (and lots of money) training to level up if you have not been performing in archetype. For example, clerics that refuse to help and heal and magic users that fail to use magic get punished. Some sort of carrot or stick to encourage cooperation might help.</p><p></p><p></p><p></p><p>As a new DM, I did not like to involve myself in the player decision making process. Later I realized it was necessary to move the game along. I suggest forcing the players to appoint a strong party leader if that will work with your group dynamics, using a "talking stick" to manage discussion, or using an "egg timer" to limit the time of discussion. Rolling checks to see if wandering monsters notice and attack the bickering party -- really obvious checks -- can also be a deterrent to needless argument.</p><p></p><p></p><p></p><p>I believe in statistics, I bet that over four wands the average has been near 4.5. But regardless, just let them buy a wand of lesser vigor. Bam, much more efficient.</p><p></p><p></p><p></p><p>Expertise is fine, but only as a "pin" tactic. The expertise character "pins" the target while someone else does the KO blow (a raging flanking barbarian, an archer, the wizard, whatever).</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3434077, member: 35709"] As a fellow DM, I think Ellie is likely being quite fair. Its easy to be fair to a given, set difficulty level when running a module. Also, I believe in statistics in the long run. Here's my rough comments on each of the issues he brings up. Clerics, when correctly played, are the MOST powerful character in the game (except possibly for Druids). Even newbie clerics can be fairly effective, so long as they have WIS 15+, do not multiclass (lose caster levels), and do not have a race with ECL. As DM, it would probably be helpful to walk them through a side-quest solo adventure, perhaps with a more experienced NPC cleric or monk to provide running commentary on how to not suck. If players fail to properly manage their HP -- especially melee characters -- they will die. If players play races with ECL>0 at low levels, they will be eggshells that die (or are useless). And critical hits always favor the monsters (PCs are rarely immune to crits, and the monsters will make more to-hit rolls over the course of a campaign). What can you do as DM? First, don't permit ECL>0 races, or if you do, use some sort of LA buy-off, nerfed versions with no LA, or something. If someone wants to play something non-standard, they're better off with a Goblin than a Drow. Next, you can make sure your monsters are using appropriate weapons. Most humanoid riff-raff will have spears and clubs and the like, which are mere Crit x 2 weapons. They will not have swords (broader crit range) due to expense. I always roll behind the screen except at critical, dramatic moments where I bring it out front. First off, players should NOT know the exact attack bonus of a foe (which they do if you roll openly). Say that goblin is really an ogre magi with an illusion spell running -- you don't want to ruin the surprise! Second, it allows you to fudge to save a good, well played character that is having bad luck through no fault of the player. Of course, never admit this. I believe in statistics. And PCs have many ways to get around luck of the dice in really critical situations (The Luck domain, Truestrike spells, Buff spells like Bless/Prayer...) This is the same as issue #3. The spellcasters must budget their spell inventory, and fighters must budget their HP. That needs to change. The solo one shot with the cleric types might help. Alternatively, begin giving XP or treasure bonuses to characters that fulfill their archetypal role. In 1e, there is a training system that forces you to spend long periods of time (and lots of money) training to level up if you have not been performing in archetype. For example, clerics that refuse to help and heal and magic users that fail to use magic get punished. Some sort of carrot or stick to encourage cooperation might help. As a new DM, I did not like to involve myself in the player decision making process. Later I realized it was necessary to move the game along. I suggest forcing the players to appoint a strong party leader if that will work with your group dynamics, using a "talking stick" to manage discussion, or using an "egg timer" to limit the time of discussion. Rolling checks to see if wandering monsters notice and attack the bickering party -- really obvious checks -- can also be a deterrent to needless argument. I believe in statistics, I bet that over four wands the average has been near 4.5. But regardless, just let them buy a wand of lesser vigor. Bam, much more efficient. Expertise is fine, but only as a "pin" tactic. The expertise character "pins" the target while someone else does the KO blow (a raging flanking barbarian, an archer, the wizard, whatever). [/QUOTE]
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