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what do you do when a +3 bloodclaw weapon is more powerful than a +4 artifact
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<blockquote data-quote="Barastrondo" data-source="post: 4831881" data-attributes="member: 3820"><p>If the question is "what do you do?", people may offer answers that don't work for you, but work very well for them. You may see them as logical fallacies or things that have been disproven, but if they work for a group, they work. Not terribly helpful in all cases, but most people's best advice is always going to be what works for them. </p><p></p><p></p><p></p><p>Walking away is <em>a</em> simple solution, but it wouldn't be my group's. We'd probably just houserule bloodclaw weapons. Yes, I know that you consider that to be part of a complicated fix. Me, I see it as a working part of a simple one.</p><p></p><p>The way I see it, running a game is a constant series of judgment calls. You can't just set up an algorithm and go — players will constantly be trying new stuff to adjudge, and you're going to be coming up with ideas not in the books, like reskinned monsters or design-your-own monsters and skill challenges, all that. All games work best (in my experience) if you keep that in mind. They also work best if the players accept that as part of the social contract. If you say "Hey, I'm gonna houserule bloodclaw weapons," and explain why, the players should accept said decision. Particularly if you're doing it for their benefit — removing the "pick this or you're foolish" pressure.</p><p></p><p>You may have some players unhappy with any one particular judgment call. That'll happen. But the way the odds work, if you know your group, over time it's a clear net positive. No printed game will ever know your tastes better than you do. <em>Ever</em>. Confidence in that knowledge, and in the idea that your players trust you to look out for their fun, will carry you through however many leaks spring in a dam. </p><p></p><p>Or rather, that's what works for me. It may not work for you, but you did ask how other folks handle it.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4831881, member: 3820"] If the question is "what do you do?", people may offer answers that don't work for you, but work very well for them. You may see them as logical fallacies or things that have been disproven, but if they work for a group, they work. Not terribly helpful in all cases, but most people's best advice is always going to be what works for them. Walking away is [I]a[/I] simple solution, but it wouldn't be my group's. We'd probably just houserule bloodclaw weapons. Yes, I know that you consider that to be part of a complicated fix. Me, I see it as a working part of a simple one. The way I see it, running a game is a constant series of judgment calls. You can't just set up an algorithm and go — players will constantly be trying new stuff to adjudge, and you're going to be coming up with ideas not in the books, like reskinned monsters or design-your-own monsters and skill challenges, all that. All games work best (in my experience) if you keep that in mind. They also work best if the players accept that as part of the social contract. If you say "Hey, I'm gonna houserule bloodclaw weapons," and explain why, the players should accept said decision. Particularly if you're doing it for their benefit — removing the "pick this or you're foolish" pressure. You may have some players unhappy with any one particular judgment call. That'll happen. But the way the odds work, if you know your group, over time it's a clear net positive. No printed game will ever know your tastes better than you do. [I]Ever[/I]. Confidence in that knowledge, and in the idea that your players trust you to look out for their fun, will carry you through however many leaks spring in a dam. Or rather, that's what works for me. It may not work for you, but you did ask how other folks handle it. [/QUOTE]
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what do you do when a +3 bloodclaw weapon is more powerful than a +4 artifact
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