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Unearthed Arcana: Spirits Bard and Undeath Warlock
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<blockquote data-quote="OblivionDrive" data-source="post: 8058388" data-attributes="member: 7020101"><p>You say this (and generally I agree with you) but one of the podcasts I listen to has one of the hosts regularly have minor freakouts whenever he perceives some new game option as being potentially overpowered.</p><p></p><p>It always comes back to some discussion of how he expects powergamers (who may or may not be players in the game he's running based on how he talks about things, which he admits is also much less roleplay focused and more crunchy) will craft something insanely broken using it. All I can ever think to myself as I listen is "just how utterly afraid are you of your players that, as the DM, you can't just tell them 'no' when they get up to some broken-ass shenanigans?"</p><p></p><p>In my years of DMing, I have never once had a player leave a game or pitch a fit when I've declared some power, class, race or whatever off limits for a game I'm running. Maybe I'm just more selective about who I play with but no DM should be afraid of their players being a disruptive table monster if you lay down ground rules and say "yeah, that's not allowed in my campaign." I mean, I do try to stay as flexible as possible to allow them something as close to their concept as we can within the parameters but I'm never afraid to set my foot down.</p><p></p><p>And I think multiclassing is fine provided you have a justified in-character reason for it. If your fighter plans on taking his next level in, say, wizard, he'd best have been spending most of his downtime for the last several sessions with the party spellcaster doing cram sessions on how basic cantrips work. Now a warlock on the other hand? That just requires the right pact with a sinister force and you could be tossing eldritch blasts tomorrow if you sign your name in the right blasphemous tome.</p></blockquote><p></p>
[QUOTE="OblivionDrive, post: 8058388, member: 7020101"] You say this (and generally I agree with you) but one of the podcasts I listen to has one of the hosts regularly have minor freakouts whenever he perceives some new game option as being potentially overpowered. It always comes back to some discussion of how he expects powergamers (who may or may not be players in the game he's running based on how he talks about things, which he admits is also much less roleplay focused and more crunchy) will craft something insanely broken using it. All I can ever think to myself as I listen is "just how utterly afraid are you of your players that, as the DM, you can't just tell them 'no' when they get up to some broken-ass shenanigans?" In my years of DMing, I have never once had a player leave a game or pitch a fit when I've declared some power, class, race or whatever off limits for a game I'm running. Maybe I'm just more selective about who I play with but no DM should be afraid of their players being a disruptive table monster if you lay down ground rules and say "yeah, that's not allowed in my campaign." I mean, I do try to stay as flexible as possible to allow them something as close to their concept as we can within the parameters but I'm never afraid to set my foot down. And I think multiclassing is fine provided you have a justified in-character reason for it. If your fighter plans on taking his next level in, say, wizard, he'd best have been spending most of his downtime for the last several sessions with the party spellcaster doing cram sessions on how basic cantrips work. Now a warlock on the other hand? That just requires the right pact with a sinister force and you could be tossing eldritch blasts tomorrow if you sign your name in the right blasphemous tome. [/QUOTE]
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