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<blockquote data-quote="Dykstrav" data-source="post: 3227994" data-attributes="member: 40522"><p>I don't think people mind specific counters to their abilities. Remeber <em>Bastion of Broken Souls</em>? The ban of the unborn made high-level divinations useless for getting the straight dope on what was going on straight from the diety's mouth. That was cool.</p><p></p><p>I think what people are objecting to is what I call the "Star Trek" syndrome. You know, where the episode starts and everything is going hunky-dory until about 10 minutes into the episode. Then people suddenly get into danger and all the technology absolutely fails! Suddenly all the transporters, phasers, and other advanced gear does them no good. They have to disreguard their technology and rely on their wits to get through the predicament. When it's all said and done we're supposed to come away a little wiser for realizing that we have these human traits right now. And for an extra kick in the pants, all the cool gadgets start to work again within 5 minutes of the credits rolling.</p><p></p><p>When you enter a cursed tower where fire spells don't work and you can't heal damage, that's the feeling that your players are going to get. </p><p></p><p>Absolute non-use of abilities either make players feel like they made suboptimal choices or you're deliberately blunting their most potent tools. Look at the difference in damage reduction between 3.0 and 3.5. It's a good thing to make things <em>tougher</em> for specific approaches, not <em>impossible</em> for specific approaches. In the campaigns I've seen, players don't start "thinking outside the box" when you take their abilities away, they start entering spectator mode and wait to see what they can do when the current challenge is bypassed. This is essentially an attempt to railroad your players into a specific play style through rules considerations.</p><p></p><p>I'm not saying to make every problem a nail when the players love hammers. But the game should be challenging without limiting options to either/or solutions.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3227994, member: 40522"] I don't think people mind specific counters to their abilities. Remeber [I]Bastion of Broken Souls[/I]? The ban of the unborn made high-level divinations useless for getting the straight dope on what was going on straight from the diety's mouth. That was cool. I think what people are objecting to is what I call the "Star Trek" syndrome. You know, where the episode starts and everything is going hunky-dory until about 10 minutes into the episode. Then people suddenly get into danger and all the technology absolutely fails! Suddenly all the transporters, phasers, and other advanced gear does them no good. They have to disreguard their technology and rely on their wits to get through the predicament. When it's all said and done we're supposed to come away a little wiser for realizing that we have these human traits right now. And for an extra kick in the pants, all the cool gadgets start to work again within 5 minutes of the credits rolling. When you enter a cursed tower where fire spells don't work and you can't heal damage, that's the feeling that your players are going to get. Absolute non-use of abilities either make players feel like they made suboptimal choices or you're deliberately blunting their most potent tools. Look at the difference in damage reduction between 3.0 and 3.5. It's a good thing to make things [I]tougher[/I] for specific approaches, not [I]impossible[/I] for specific approaches. In the campaigns I've seen, players don't start "thinking outside the box" when you take their abilities away, they start entering spectator mode and wait to see what they can do when the current challenge is bypassed. This is essentially an attempt to railroad your players into a specific play style through rules considerations. I'm not saying to make every problem a nail when the players love hammers. But the game should be challenging without limiting options to either/or solutions. [/QUOTE]
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