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The Unbeatable Trick
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<blockquote data-quote="Saeviomagy" data-source="post: 5108049" data-attributes="member: 5890"><p>Look at it this way:</p><p></p><p>Once you've dropped the PCs in a pit enough for them to think up a counter to falling into pits, you've used that incarnation of the pit enough. Next time (or the next dozen times) such a pit comes up, you can just say "right, you use the trick to get over half-a-dozen pits" and move on.</p><p></p><p>Once your PCs have opened a trapped door in a dungeon 4 times, and are now searching every door, you don't assume that they don't search a door simply because they don't say they do: just assume that door searching happens, and roll it when there's a trap. Done.</p><p></p><p>Things become passe. Once the party can conjure enough transportation to move at huge speeds, overland encounters with, say, wild pigs are going to become passe. They're done. You're finished with the bit of the campaign where that matters and you can move on to new things. Once they can fly, it's no use crafting an encounter that involves crossing a river or a canyon. Once they can teleport, travel encounters go out the window almost entirely <em>except when they're unusual enough that they don't</em>.</p><p></p><p>That said, there's one or two areas where a trick makes enough of the game yesterdays news that as a DM you cannot keep up. Repeatable infinite damage combos with little chance of failure, for instance, obsolete almost all combat. Since D&D is a game about combat, that's a bit much, so obviously a rule change to remove the tactic is necessary. But outside of that, you can generally let the players do what they want: the onus is on you as DM to think of things that challenge them, and skip through or alter the boring bits.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5108049, member: 5890"] Look at it this way: Once you've dropped the PCs in a pit enough for them to think up a counter to falling into pits, you've used that incarnation of the pit enough. Next time (or the next dozen times) such a pit comes up, you can just say "right, you use the trick to get over half-a-dozen pits" and move on. Once your PCs have opened a trapped door in a dungeon 4 times, and are now searching every door, you don't assume that they don't search a door simply because they don't say they do: just assume that door searching happens, and roll it when there's a trap. Done. Things become passe. Once the party can conjure enough transportation to move at huge speeds, overland encounters with, say, wild pigs are going to become passe. They're done. You're finished with the bit of the campaign where that matters and you can move on to new things. Once they can fly, it's no use crafting an encounter that involves crossing a river or a canyon. Once they can teleport, travel encounters go out the window almost entirely [i]except when they're unusual enough that they don't[/i]. That said, there's one or two areas where a trick makes enough of the game yesterdays news that as a DM you cannot keep up. Repeatable infinite damage combos with little chance of failure, for instance, obsolete almost all combat. Since D&D is a game about combat, that's a bit much, so obviously a rule change to remove the tactic is necessary. But outside of that, you can generally let the players do what they want: the onus is on you as DM to think of things that challenge them, and skip through or alter the boring bits. [/QUOTE]
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