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<blockquote data-quote="ThoughtBubble" data-source="post: 1831324" data-attributes="member: 9723"><p>It can, and I don't think anyone would say anything otherwise. <strong>However</strong> mindflayers sprouting wings in response to your wizard casting fly on the party is less cool. And if you give goblins 50 HP, I hope that you're not expecting them to remain a low CR monster anymore. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Now, mind you, I did a lot of custom monster building, so I know the joy of tweaking something. </p><p></p><p>Anyway, in the games I do a lot of handwaving in, I already have a pretty well pre-determined plan for the game in general. Mostly, it's epic heroism (of the 'you guys are all awesome' variety). Sometimes it's raw horror. Mostly though, it's changing things around to make the PC's more awesome, or having the magical ritual take until just after the PC's kick down the door to complete. It also helps that people had allready figured out guidelines for the system (Mooks roll 3 dice for something they're good at, 1 for something that's completely out of their zone, 2 for most things, and 4 for their area of training). I think that knowing the logical ranges for stats and values is the best way to be ready to handwave. The problem for this in 3.x is that the logical range for challenges keeps moving with level. </p><p></p><p>But if the DM knows the style of the game, the players know the style of the game, and both groups are good with the area of play, then by all means, play away. </p><p></p><p>And to sum up:</p><p></p><p>Know your ranges.</p><p>Use lots of mooks.</p><p>Know your game's style.</p><p>Recycle everything you can.</p><p>Know your players.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1831324, member: 9723"] It can, and I don't think anyone would say anything otherwise. [B]However[/B] mindflayers sprouting wings in response to your wizard casting fly on the party is less cool. And if you give goblins 50 HP, I hope that you're not expecting them to remain a low CR monster anymore. :) Now, mind you, I did a lot of custom monster building, so I know the joy of tweaking something. Anyway, in the games I do a lot of handwaving in, I already have a pretty well pre-determined plan for the game in general. Mostly, it's epic heroism (of the 'you guys are all awesome' variety). Sometimes it's raw horror. Mostly though, it's changing things around to make the PC's more awesome, or having the magical ritual take until just after the PC's kick down the door to complete. It also helps that people had allready figured out guidelines for the system (Mooks roll 3 dice for something they're good at, 1 for something that's completely out of their zone, 2 for most things, and 4 for their area of training). I think that knowing the logical ranges for stats and values is the best way to be ready to handwave. The problem for this in 3.x is that the logical range for challenges keeps moving with level. But if the DM knows the style of the game, the players know the style of the game, and both groups are good with the area of play, then by all means, play away. And to sum up: Know your ranges. Use lots of mooks. Know your game's style. Recycle everything you can. Know your players. [/QUOTE]
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