Akrasia
Procrastinator
hong said:Deep, that.
Yes.

Seriously, whatever hong mocks, take serioursly. Seriously. I am being totally serious.

hong said:Deep, that.
Li Shenron said:What is really a high-powered campaign? Isn't it so that the DM gives PCs something more or better than normal because the adventure is more difficult?
So my question, why aren't we ever looking forward to play a low-powered campaign? I mean adventures where you are less powerful than the challenges you have to face...![]()
I love low level. And I don't buy your argument at all. You can make the same skill checks, you have the same combat options, you can do the same roleplaying, and if you're creative, you can come up with the same out of the box solutions that aren't strictly covered by the rules at any level in the game. And, if the challenges are scaled appropriately, the chance of success and consequences of failure should be roughly equivalent. The only thing you've got at higher level are bigger numbers, more feats and more spells.Dog_Moon2003 said:The group I'm in doesn't like low-level campaigns. Why? It's because we can't do anything. We fight a couple of creatures and need to rest. A trap is sprung and we spend a large amount of resources on that simple potion of moderate wounds. Although not necessarily true depending on the campaign/character, but I've found that my group likes to do more different things. They like to have more options. They like a variety. It is simply not possible at low levels.
Psion said:I don't like to play characters with scores below 10 and like 1 or 2 16+ scores, so I don't make my players play anything I wouldn't play.
random user said:The reason why I think my players would like to have enchanced stats is to have more tactical versitility.
random user said:This is especially true of a fighter who ends up with 1 skill point per level, or a wizard who needs a 20 to hit with either a melee or ranged weapon, etc. As a player it's annoying to come up to an encounter and think, "well I'd like to negotiate but no one speaks sylvan. Our rogue made a character that was a good spotter (spot/listen/search) and con artist (disguise/appraise/bluff/sense motive/sleight of hand/escape artist) so he can't even attempt to hide to ambush them.
random user said:I'd like to lay down a trap, but my character with an int of 8 would never think to attempt that.
random user said:In addition, it's very hard to use some character concepts with low stats. A fighter that used to be a professional blacksmith? That's pretty much hard to do at low stats without also hurting your ability to fulfill your party role. A monk who is a master of languages? Also tough to do. Actually, if you use a low stat (like 25 point buy) you're going to have a hard time making an effective tactical monk at all.
I don't find that to be so. Only some players want high-powered characters some of the time. Sometimes, they/we prefer low-powered stuff.Li Shenron said:Standard D&D characters are not weak, but neverthless the tendence of gaming groups is to want to play so called "high-powered campaigns", and the PHB/DMG/UA suggest for example alternate score generation methods to have more powerful characters.
Personally, I believe the system is close enough to balanced to not warrant breaking it irredeemably by adding lots of power-ups constantly...or any ever really. The whole point of it? Hmm...ego stroking? Nah, I don't know. It baffles me.I confess that I have also given the PCs something extra (bonus feats or skills) or used point-buy with up to 32 points. But sometimes I wonder what's whole point of it? What is really a high-powered campaign? Isn't it so that the DM gives PCs something more or better than normal because the adventure is more difficult? Or is it actually a lame attempt to pursue the exact opposite, an easier game because you are more powerful? I wonder this because soo many people around this very board seem to run/play adventures with boosted characters, but it doesn't sound like the monsters are boosted up as well, or are they?![]()
Exactly. I tend to be crueler, as GM, to experienced players. Not so it actually unbalances play; in fact it probably balances play. I also expect, and get, the same from other GMs when I'm a player, because I've been playing for a fair while.A few players I've gamed with were quite obsessed by computer games and I think they learned from those to have more fun if their characters had an easy time in every battle, bashing everything with ease and minimal strategy. In a way, it seemed like they believed that the more experience they had in a game, the more they were entitled to be powerful... shouldn't it be the other way around? Normally, the more experienced you are in any hobby (or work), the hardest challenges you are looking for to be more satisfied.
Ah now, then players might have to think and plan and work together. Tut!So my question, why aren't we ever looking forward to play a low-powered campaign? I mean adventures where you are less powerful than the challenges you have to face...![]()
Joshua Dyal said:I love low level. And I don't buy your argument at all. You can make the same skill checks, you have the same combat options,
Can't you live with something less than maximum?
The group I'm in doesn't like low-level campaigns. Why? It's because we can't do anything