Nightfall
Sage of the Scarred Lands
WizarDru said:
There he goes again.![]()
Sorry it's been a day of me approving and figuring out Scarred Land type characters for my online game.
WizarDru said:
There he goes again.![]()
rounser said:
Piratecat's rather sagely advice is to let the PCs find out whodunnit (in fact, expect it), but also let there be no easy answer to the problem. Likewise, if scrying and teleporting are annoying and challenging for the DM, they can be just as annoying and challenging for the PCs when the campaign villains begin doing it to them...
Joshua Dyal said:I don't believe 3e was designed to facilitate min/max, I believe that is a side effect of them being designed to be flexible.
Well, indeed you can. I just suggested that if you do do so, it's best done at the start of the campaign....or, failing that, with everyone's agreement mid-campaign. The stigma is against heavy handed kneejerkery from DMs who suddenly discover that they don't like what their players can do, and nerf their abilities out of hand and unexpectedly....Dumb, and dumber. Why not just change the rules?
Why should there be this onus, this stigma, re just changing what a few spells do, to allow me to run a different type of game? I honestly don't get it.
rounser said:
Well, indeed you can. I just suggested that if you do do so, it's best done at the start of the campaign....or, failing that, with everyone's agreement mid-campaign. The stigma is against heavy handed kneejerkery from DMs who suddenly discover that they don't like what their players can do, and nerf their abilities out of hand and unexpectedly....
LokiDR said:The d20 system has made whole lot of RPG much more math based.
Forrester said:
Nothing "sagely" about it. It's a copout.
The correct response to "I want to run a whodunnit in 3E, but there are all of these divination spells that make it impossible" shouldn't be
"You don't really want to run a whodunnit! Don't change the rules, change the problem the PCs face . . ."
but
"Whodunnits are cool. Here is how you might change the divination spells in your campaign to allow for more mystery . . . "
Ditto with scrying. Sticking to core rules, I cannot run a campaign in which the enemies of the PCs can just scry them any time they want, and then teleport a party in to kill them. The enemies of the PCs are very, very powerful, and I WANT TO KEEP IT THAT WAY.
Why should there be this onus, this stigma, re just changing what a few spells do, to allow me to run a different type of game? I honestly don't get it.
Pax said:
However, when I later chose (to counter the burrowing enemies we suddenly faced several times) the Mordenkainens Magnificent Mansion spell, and he realised there was precious little he could do to get in wihtout a party member's cooperation -- ne NEARLY banned the spell, yet wanted to disallow me to change the choice of spell learned for the level advancement!!!. In other words, "you picked it, it's yours" ... yet he didn't want to let me cast it. Mutterings by the DM about somethign being unfair, etc, etc.
. . .
But in general I despise Rule 0 abuse. That rule should be used sparingly, as a last resort.