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When Adventure Designers Cheat
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<blockquote data-quote="Celebrim" data-source="post: 3228190" data-attributes="member: 4937"><p>I'm generally opposed to DM 'cheating', but the examples you describe are rather borderline and not that outrageous. There is no particular reason to think that there are not 'epic' or 'divine' effects which are beyond the ability of ordinary magic to alter. In fact, I dare say that in order for a module to have an 'epic' feel to me, it must eventually place the characters in a place where there ordinarily overpowering abilities and bag of ruetine super-skills cannot be relied on. </p><p></p><p>One has to remember that particularly in 1st edition, there just weren't many 'fair' challenges to a party of characters of 9th level or above. By 12th level, there wasn't anything in the Monster Manual's that a well played PC party couldn't handle, and often handle with ease. In first edition, 'epic' started around 10th level (and you could play for years without getting there). </p><p></p><p>I do dislike having that all the time though. I've seen DM's lean too hard on taking away abilities by fiat. Super-powered characters shouldn't feel like the world has scaled up in difficulty just to give them a hard time. But if the PC's start poking around in things beyond mortal ken, then they should expect to find things which defy thier comprehension.</p><p></p><p>The sort of cheating which really bothers me is when a DM allows NPC's to do things which he would not allow the PC's to do were they the same level as the NPC. One of the worst examples of this is the special archery rules for 'massed goblins' in Axe of the Dwarven lords. I'm a big fan of 'the NPC's are people too'. Whatever a PC of equivalent skill and level should be allowed to do, NPC's should also be allowed to do - and nothing more than what a PC could do.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3228190, member: 4937"] I'm generally opposed to DM 'cheating', but the examples you describe are rather borderline and not that outrageous. There is no particular reason to think that there are not 'epic' or 'divine' effects which are beyond the ability of ordinary magic to alter. In fact, I dare say that in order for a module to have an 'epic' feel to me, it must eventually place the characters in a place where there ordinarily overpowering abilities and bag of ruetine super-skills cannot be relied on. One has to remember that particularly in 1st edition, there just weren't many 'fair' challenges to a party of characters of 9th level or above. By 12th level, there wasn't anything in the Monster Manual's that a well played PC party couldn't handle, and often handle with ease. In first edition, 'epic' started around 10th level (and you could play for years without getting there). I do dislike having that all the time though. I've seen DM's lean too hard on taking away abilities by fiat. Super-powered characters shouldn't feel like the world has scaled up in difficulty just to give them a hard time. But if the PC's start poking around in things beyond mortal ken, then they should expect to find things which defy thier comprehension. The sort of cheating which really bothers me is when a DM allows NPC's to do things which he would not allow the PC's to do were they the same level as the NPC. One of the worst examples of this is the special archery rules for 'massed goblins' in Axe of the Dwarven lords. I'm a big fan of 'the NPC's are people too'. Whatever a PC of equivalent skill and level should be allowed to do, NPC's should also be allowed to do - and nothing more than what a PC could do. [/QUOTE]
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