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Trying my hand at DMing. Need some advice
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<blockquote data-quote="Empirate" data-source="post: 6304751" data-attributes="member: 78958"><p>Sensible concerns, especially the bolded part, but I'm not convinced that flat-out banhammering the so-called "big five" really is the One True Way here. In play, a lot depends on circumstance. The big five get much better at higher levels, but aren't ahead much or even at all at low levels. They usually massively benefit from downtime, and from options available in your game world. Take those options away, and they may not do that great.</p><p></p><p>For example, limiting a Wizard in downtime means there's no way to scribe spells into his spellbook, no way to craft magic items, no way to bind extraplanar beings (reliably) etc. Limit spells available to be learned in the game world, and he's basically down to two spells known/level, significantly cramping his options.</p><p></p><p>Limit a Druid to ACs and wildshapes he is familiar with (has seen and interacted with firsthand), and you'll not see any cheese you don't introduce first (Fleshraker, I'm looking at you!). Although I still fully support the Shapeshift variant, or even just banning Natural Spell, which ought to remove most problems of the class!</p><p></p><p></p><p></p><p>I'd like to posit a simple houserule set that is making my current campaign a boatload of fun, even though the party consists of high and low tier classes together: <a href="http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D" target="_blank">play E6</a>. The gist of it: the campaign never goes past 6th level, no character ever can advance beyond that, instead they earn (an unlimited number of) bonus feats for every 5,000 XP past 6th level. Note the immediate implications: most classes do fine, but don't overshadow other classes (much). Casters get nice toys to play with, but don't dominate, and are limited in spells/day. Doing HP damage is still relevant. Skill use is still very much relevant. No high-powered magic items can exist. There's no resurrection spells, no Restoration, no Stone to Flesh, so some monsters' attack forms are downright scary.</p><p></p><p>Still, a well-prepared 6th level party can take on a wide range of challenges and prevail, so your campaign can easily be quite epic. Note that preparation of encounters is much simpler at 6th level than at 12th or 18th level, especially if you use humanoid NPCs. Some monsters (Medusa, Stone Golem, Efreeti) can now be used as near-legendary one-of-a-kind monsters, giving victory over them a grand feel. And so on. At least think about the E6 option for your campaign, since it makes the DM's job much, much easier.</p></blockquote><p></p>
[QUOTE="Empirate, post: 6304751, member: 78958"] Sensible concerns, especially the bolded part, but I'm not convinced that flat-out banhammering the so-called "big five" really is the One True Way here. In play, a lot depends on circumstance. The big five get much better at higher levels, but aren't ahead much or even at all at low levels. They usually massively benefit from downtime, and from options available in your game world. Take those options away, and they may not do that great. For example, limiting a Wizard in downtime means there's no way to scribe spells into his spellbook, no way to craft magic items, no way to bind extraplanar beings (reliably) etc. Limit spells available to be learned in the game world, and he's basically down to two spells known/level, significantly cramping his options. Limit a Druid to ACs and wildshapes he is familiar with (has seen and interacted with firsthand), and you'll not see any cheese you don't introduce first (Fleshraker, I'm looking at you!). Although I still fully support the Shapeshift variant, or even just banning Natural Spell, which ought to remove most problems of the class! I'd like to posit a simple houserule set that is making my current campaign a boatload of fun, even though the party consists of high and low tier classes together: [URL="http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D"]play E6[/URL]. The gist of it: the campaign never goes past 6th level, no character ever can advance beyond that, instead they earn (an unlimited number of) bonus feats for every 5,000 XP past 6th level. Note the immediate implications: most classes do fine, but don't overshadow other classes (much). Casters get nice toys to play with, but don't dominate, and are limited in spells/day. Doing HP damage is still relevant. Skill use is still very much relevant. No high-powered magic items can exist. There's no resurrection spells, no Restoration, no Stone to Flesh, so some monsters' attack forms are downright scary. Still, a well-prepared 6th level party can take on a wide range of challenges and prevail, so your campaign can easily be quite epic. Note that preparation of encounters is much simpler at 6th level than at 12th or 18th level, especially if you use humanoid NPCs. Some monsters (Medusa, Stone Golem, Efreeti) can now be used as near-legendary one-of-a-kind monsters, giving victory over them a grand feel. And so on. At least think about the E6 option for your campaign, since it makes the DM's job much, much easier. [/QUOTE]
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