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The rules keep stealing my thunder!
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<blockquote data-quote="gizmo33" data-source="post: 3477674" data-attributes="member: 30001"><p>I completely agree. But I'm not suggesting any willy-nilly changes. What I was trying to demonstrate with the example is that you really have exactly no idea what the chances are. And even just using the spells and monsters that you know about you still don't know what the turn DC is. At best you can maybe hazard a rough guess as to what the likely values are. And as far as I know an 8 HD wight can have 8 hitpoints (or 1 hitpoint for that matter since how do you know that it wasn't wounded prior to the encounter? Don't undead always look wounded anyway?) so I don't quite get the "there's gonna be trouble if a wizard takes it down with a magic missle" thing.</p><p></p><p>Now my point is NOT that this is a license for the DM to start some wholesale cheating thing where he just starts making up outcomes to suit his purpose. My point is the players really don't know hardly anything about how much danger they'e in until the DM tells them stuff that they shouldn't know or the battle's over. </p><p></p><p></p><p></p><p>Of course there should be a reason why an undead would have turn resistance. But for purposes of the short-run, you're not in a position as a player to be demanding answers from the DM about why things are designed the way they are. The wight in encounter area 2 might have turn resistance, but I don't need to justify the hows and whys of that to players. Do I need to submit by module design to them ahead of time for them to sign off on it? No. Do I need to show them the notes after the fact? No. </p><p></p><p>I think you're objecting mainly to something that I'm not saying. The DM does not have to change things arbitarily to make them more exciting. Things are going to be exciting by virtue of the fact that the players have no idea what's going on, and given the zillions of possible spells, creatures, and stuff in a fantasy world, they really have almost no chance of predicting anything, or not being worried, as long as you:</p><p></p><p>1. don't give them information that their character's wouldn't have</p><p>2. once in a while mix it up! If your players have really fought 500 Kytons in the campaign and each one was exactly the same to the point that they're certain that the 501st Kyton doesn't have +2 chains - then their certainty is a very solvable problem, and messing around with the rules is unecessary.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3477674, member: 30001"] I completely agree. But I'm not suggesting any willy-nilly changes. What I was trying to demonstrate with the example is that you really have exactly no idea what the chances are. And even just using the spells and monsters that you know about you still don't know what the turn DC is. At best you can maybe hazard a rough guess as to what the likely values are. And as far as I know an 8 HD wight can have 8 hitpoints (or 1 hitpoint for that matter since how do you know that it wasn't wounded prior to the encounter? Don't undead always look wounded anyway?) so I don't quite get the "there's gonna be trouble if a wizard takes it down with a magic missle" thing. Now my point is NOT that this is a license for the DM to start some wholesale cheating thing where he just starts making up outcomes to suit his purpose. My point is the players really don't know hardly anything about how much danger they'e in until the DM tells them stuff that they shouldn't know or the battle's over. Of course there should be a reason why an undead would have turn resistance. But for purposes of the short-run, you're not in a position as a player to be demanding answers from the DM about why things are designed the way they are. The wight in encounter area 2 might have turn resistance, but I don't need to justify the hows and whys of that to players. Do I need to submit by module design to them ahead of time for them to sign off on it? No. Do I need to show them the notes after the fact? No. I think you're objecting mainly to something that I'm not saying. The DM does not have to change things arbitarily to make them more exciting. Things are going to be exciting by virtue of the fact that the players have no idea what's going on, and given the zillions of possible spells, creatures, and stuff in a fantasy world, they really have almost no chance of predicting anything, or not being worried, as long as you: 1. don't give them information that their character's wouldn't have 2. once in a while mix it up! If your players have really fought 500 Kytons in the campaign and each one was exactly the same to the point that they're certain that the 501st Kyton doesn't have +2 chains - then their certainty is a very solvable problem, and messing around with the rules is unecessary. [/QUOTE]
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