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What good are insta-kill spells and monsters ?
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<blockquote data-quote="takyris" data-source="post: 1365947" data-attributes="member: 5171"><p>This is something my friends and I have been grappling with for awhile.</p><p></p><p>In the big bad "Since beginning of 3E" Campaign, I tended to overestimate party power and make monsters that were too powerful -- and then pull my punches in the fight. They felt annoyed, justifiably. So in our next campaign, I told them that I was creating an organic world (to use someone else's term), a world where the monsters were going to be at whatever level they were at, and I would not pull punches.</p><p></p><p>The party promptly wandered into a 6th-level situation at 2nd level and got TPKd.</p><p></p><p>So now we're doing some cinematic one-shots while we try to figure out what to do next. Instead of a series, we're doing a movie.</p><p></p><p>And I think that the idea of "what is the game to you" is a great one. If I watch a series, I know that the main characters are going to live in almost all situations -- and even people who die can come back somehow (thanks, Joss). If I watch a movie, I know that anybody could die at any time. And if I play a game, I know that I have the power to win and the opportunity to lose. I like all three forms of entertainment. However, if I die in NeverWinter Nights because of a trap, I don't reload the game and then walk right into the trap again because "My character wouldn't know about it." I go into Search mode. <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>Heck, even if I don't die, but if I hear from somebody that there's a trap by this one entrance, I don't walk into it on purpose. I search.</p><p></p><p>On the other hand, if my character doesn't know something in a D&D game, I don't use my knowledge to save him.</p><p></p><p>So what does that say about me? I <strong>think</strong> it says that I get more into my character in a D&D game than I do in a computer game, enough to make deliberately detrimental roleplaying decisions. As a reward for doing that, I want to know that I won't die every time I make one of those decisions, because if I <strong>do</strong> die every time I make one of those decisions, then the only "freedom" I have in the game is the "freedom" to make a cowardly, utterly non-heroic character who saves his skin at all costs and never does anything even remotely risky (like go explore dungeons) -- unless I want to die over and over again.</p><p></p><p>(Example: Current game I'm playing. I started with a Monk3/Paladin2, which is not any kind of minmax with 25 point buy. He was fun. He was a great character. He died because the DM was running a module that did not support "fun, not terribly powerful" characters. I am now running a dwarven Clr2/Ftr4 with a +14 grapple check and armored spikes that do 1d6+6 damage. He will run away without hesitation and he pretty much just tackles spellcasters, which is safe but not terribly heroic.)</p><p></p><p>Capricious DM stuff is hard. It's a continuum, and it's a matter of trust. In our one-shot games, I roll out in the open. In our long-running campaigns in the future, I'm more liable to a) house-rule things into more cinematic modes (ie, a bodak's gaze does 1 point of Con damage per round for 30 rounds (Fort15 resists each round, or until <em>Remove Curse, Heal, Negative Energy Protection,</em> or some similar spell is cast upon the victim), b) Make enemies that are weaker to begin with, a <strong>lot</strong> weaker, and use my vaunted flavor-text to make them seem more powerful.</p></blockquote><p></p>
[QUOTE="takyris, post: 1365947, member: 5171"] This is something my friends and I have been grappling with for awhile. In the big bad "Since beginning of 3E" Campaign, I tended to overestimate party power and make monsters that were too powerful -- and then pull my punches in the fight. They felt annoyed, justifiably. So in our next campaign, I told them that I was creating an organic world (to use someone else's term), a world where the monsters were going to be at whatever level they were at, and I would not pull punches. The party promptly wandered into a 6th-level situation at 2nd level and got TPKd. So now we're doing some cinematic one-shots while we try to figure out what to do next. Instead of a series, we're doing a movie. And I think that the idea of "what is the game to you" is a great one. If I watch a series, I know that the main characters are going to live in almost all situations -- and even people who die can come back somehow (thanks, Joss). If I watch a movie, I know that anybody could die at any time. And if I play a game, I know that I have the power to win and the opportunity to lose. I like all three forms of entertainment. However, if I die in NeverWinter Nights because of a trap, I don't reload the game and then walk right into the trap again because "My character wouldn't know about it." I go into Search mode. :) Heck, even if I don't die, but if I hear from somebody that there's a trap by this one entrance, I don't walk into it on purpose. I search. On the other hand, if my character doesn't know something in a D&D game, I don't use my knowledge to save him. So what does that say about me? I [b]think[/b] it says that I get more into my character in a D&D game than I do in a computer game, enough to make deliberately detrimental roleplaying decisions. As a reward for doing that, I want to know that I won't die every time I make one of those decisions, because if I [b]do[/b] die every time I make one of those decisions, then the only "freedom" I have in the game is the "freedom" to make a cowardly, utterly non-heroic character who saves his skin at all costs and never does anything even remotely risky (like go explore dungeons) -- unless I want to die over and over again. (Example: Current game I'm playing. I started with a Monk3/Paladin2, which is not any kind of minmax with 25 point buy. He was fun. He was a great character. He died because the DM was running a module that did not support "fun, not terribly powerful" characters. I am now running a dwarven Clr2/Ftr4 with a +14 grapple check and armored spikes that do 1d6+6 damage. He will run away without hesitation and he pretty much just tackles spellcasters, which is safe but not terribly heroic.) Capricious DM stuff is hard. It's a continuum, and it's a matter of trust. In our one-shot games, I roll out in the open. In our long-running campaigns in the future, I'm more liable to a) house-rule things into more cinematic modes (ie, a bodak's gaze does 1 point of Con damage per round for 30 rounds (Fort15 resists each round, or until [i]Remove Curse, Heal, Negative Energy Protection,[/i] or some similar spell is cast upon the victim), b) Make enemies that are weaker to begin with, a [b]lot[/b] weaker, and use my vaunted flavor-text to make them seem more powerful. [/QUOTE]
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