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General Tabletop Discussion
*Dungeons & Dragons
What official material is considered problematic to the point where it is not balanced and presents a problem?
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<blockquote data-quote="CapnZapp" data-source="post: 6932592" data-attributes="member: 12731"><p>Well, not having to find food and water is one thing. </p><p></p><p>But that's not what we're talking about here - we're specifically talking about activities that lead to <strong>solo play</strong>.</p><p></p><p>Your stance is completely understandable. I just have seen it a dozen times, and know it won't hold. </p><p></p><p>That is why I skip directly to the end realization: <em>No amount of rules or bans can ever prevent a player that <strong>wants</strong> to solo from doing so.</em></p><p></p><p><em>The <strong>only</strong> thing that can prevent solo runs is if the group decides to stay together.</em></p><p></p><p>In the end analysis (skipping all the intermediate discussion steps, again, because I've experienced it all before), the only argument that <em>really holds</em> is "but if you go off scouting the dungeon solo, that means less fun for me". Something that carries the seed for conflict within the group.</p><p></p><p>So it all boils down to whether the player with Arcane Eye (or whatever) is a dominant player or a team player. Every group has both. There's nothing wrong with either. If it's a team player, there should be no problem. It's when the player with Arcane Eye focuses more on the benefits of the solo scout (and these really exist) than the disadvantages of doing it solo the problem occurs.</p><p></p><p>But as a DM, you are in a position to forestall tension and resentment within the group, by helping a dominant player to understand the advantages of sticking together, and asking him or her to make a small personal sacrifice for the greater good.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6932592, member: 12731"] Well, not having to find food and water is one thing. But that's not what we're talking about here - we're specifically talking about activities that lead to [B]solo play[/B]. Your stance is completely understandable. I just have seen it a dozen times, and know it won't hold. That is why I skip directly to the end realization: [I]No amount of rules or bans can ever prevent a player that [B]wants[/B] to solo from doing so.[/I] [I]The [B]only[/B] thing that can prevent solo runs is if the group decides to stay together.[/I] In the end analysis (skipping all the intermediate discussion steps, again, because I've experienced it all before), the only argument that [I]really holds[/I] is "but if you go off scouting the dungeon solo, that means less fun for me". Something that carries the seed for conflict within the group. So it all boils down to whether the player with Arcane Eye (or whatever) is a dominant player or a team player. Every group has both. There's nothing wrong with either. If it's a team player, there should be no problem. It's when the player with Arcane Eye focuses more on the benefits of the solo scout (and these really exist) than the disadvantages of doing it solo the problem occurs. But as a DM, you are in a position to forestall tension and resentment within the group, by helping a dominant player to understand the advantages of sticking together, and asking him or her to make a small personal sacrifice for the greater good. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What official material is considered problematic to the point where it is not balanced and presents a problem?
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