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General Tabletop Discussion
*TTRPGs General
What To Do With Silly, Power-Mongering Players
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<blockquote data-quote="reapersaurus" data-source="post: 45345" data-attributes="member: 1194"><p><strong>Re: Re: Re: What To Do With Silly, Power-Mongering Players</strong></p><p></p><p>Xar, HOW did you miss all the discussion about a month ago about this very thing? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In no less than 3 or 4 seperate threads was the proposition that "Mid- to High- level magic is too powerful, and impacts the campaign too much" talked about in great detail.</p><p></p><p>_I_ was personally attacked in great depth for not liking the fact that the only way you can deal with powerful mages controlling things with their spells is with MORE powerful mages casting MORE powerful spells.</p><p>It IS apparently an ever-increasing spiral of one-upsmanship.</p><p></p><p>Once magic becomes front-and-center THE way to surmount obstacles, and get things done, than the game becomes a "What spell can I pull out to accomplish this task" power-gaming-fest.</p><p></p><p>It seems to be a real problem with D&D.</p><p>You are NOT the only one to see it, and have it affect the realisticness of your campaign.</p><p>IF you are playing your campaign under the supposition that there are not very many powerful NPC's around (which makes sense in a lot of worlds), than you have effectively made your PC's <strong>gods who walk the earth.</strong></p><p></p><p>I think PirateCat had some great suggestions, but basically, unless you are going to use MORE powerful monsters or NPC's than your PC's are... HOW are you supposed to teach them a lewsson?</p><p></p><p>They WILL find a way out, and their spells WILL win the day for them.</p><p>Eventually.</p><p>(My guess is that your players know the magic system in 3E better than you. Would you agree with that guess?)</p><p></p><p>Good luck, Xar.</p><p>I really hope your campaign can withstand the increase in power it's going to take to deal with this problem that is inherent in the D&D magic system.</p></blockquote><p></p>
[QUOTE="reapersaurus, post: 45345, member: 1194"] [b]Re: Re: Re: What To Do With Silly, Power-Mongering Players[/b] Xar, HOW did you miss all the discussion about a month ago about this very thing? ;) In no less than 3 or 4 seperate threads was the proposition that "Mid- to High- level magic is too powerful, and impacts the campaign too much" talked about in great detail. _I_ was personally attacked in great depth for not liking the fact that the only way you can deal with powerful mages controlling things with their spells is with MORE powerful mages casting MORE powerful spells. It IS apparently an ever-increasing spiral of one-upsmanship. Once magic becomes front-and-center THE way to surmount obstacles, and get things done, than the game becomes a "What spell can I pull out to accomplish this task" power-gaming-fest. It seems to be a real problem with D&D. You are NOT the only one to see it, and have it affect the realisticness of your campaign. IF you are playing your campaign under the supposition that there are not very many powerful NPC's around (which makes sense in a lot of worlds), than you have effectively made your PC's [b]gods who walk the earth.[/b] I think PirateCat had some great suggestions, but basically, unless you are going to use MORE powerful monsters or NPC's than your PC's are... HOW are you supposed to teach them a lewsson? They WILL find a way out, and their spells WILL win the day for them. Eventually. (My guess is that your players know the magic system in 3E better than you. Would you agree with that guess?) Good luck, Xar. I really hope your campaign can withstand the increase in power it's going to take to deal with this problem that is inherent in the D&D magic system. [/QUOTE]
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