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<blockquote data-quote="prosfilaes" data-source="post: 4029799" data-attributes="member: 40166"><p>I don't see the fun in having a NPC, DMPC or not, whose five levels higher than them, taking an active role in a fight. If the PCs do something stupid, it can be justifiable, especially in a town where the town guard is likely to show up. But planning it that way?</p><p></p><p>Even with the NPC, it looks like a difficult battle; the odds that the PCs could make a difference if the situation isn't completely nerfed towards them is pretty darn low. </p><p></p><p> </p><p></p><p>Okay, it's obvious that the player could have handled things better. There are, however, questions on the table about whether the player had the warning that he needed to get conjurations or other spells for this adventure, or if he was thrown into this without warning.</p><p></p><p>And how much an adventure should change to match the characters is an open question. To some extent, the argument for this dungeon is an argument for realism over player fun. Most players want to play the character they created, and very few are happy if they're forced into situations where they can't. How flexible the players and characters are, and how much they enjoy adapting to situations that get in the way of playing the character as envisioned, is a player and game style issue that doesn't have one great answer.</p><p></p><p></p><p></p><p>If the way you give a hint to a player that his character needs diversifying is by forcing him to set through an entire adventure with nothing to do, then no wonder he's upset. </p><p></p><p></p><p></p><p>I don't see it as more of a one-trick pony than most fighters are. I've always found myself moving towards blaster spells when playing a wizard, if just because that seems to be the easiest way to make a difference in battle and have more fun. In any case, we don't know that he built a blaster wizard; we know nothing about his spell selection.</p><p></p><p>I've got to wonder about this dungeon; was it fun for anyone but the DM? I mean, hey, look, it's a iron golem, AGAIN, doesn't strike me as very fun for anyone. I assume there were traps in there for the rogue, who can't backstab anything in the dungeon, but it sounds like a big round of buff the fighter, watch the fighter destroy the golem, sleep to recover spells, repeat.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 4029799, member: 40166"] I don't see the fun in having a NPC, DMPC or not, whose five levels higher than them, taking an active role in a fight. If the PCs do something stupid, it can be justifiable, especially in a town where the town guard is likely to show up. But planning it that way? Even with the NPC, it looks like a difficult battle; the odds that the PCs could make a difference if the situation isn't completely nerfed towards them is pretty darn low. Okay, it's obvious that the player could have handled things better. There are, however, questions on the table about whether the player had the warning that he needed to get conjurations or other spells for this adventure, or if he was thrown into this without warning. And how much an adventure should change to match the characters is an open question. To some extent, the argument for this dungeon is an argument for realism over player fun. Most players want to play the character they created, and very few are happy if they're forced into situations where they can't. How flexible the players and characters are, and how much they enjoy adapting to situations that get in the way of playing the character as envisioned, is a player and game style issue that doesn't have one great answer. If the way you give a hint to a player that his character needs diversifying is by forcing him to set through an entire adventure with nothing to do, then no wonder he's upset. I don't see it as more of a one-trick pony than most fighters are. I've always found myself moving towards blaster spells when playing a wizard, if just because that seems to be the easiest way to make a difference in battle and have more fun. In any case, we don't know that he built a blaster wizard; we know nothing about his spell selection. I've got to wonder about this dungeon; was it fun for anyone but the DM? I mean, hey, look, it's a iron golem, AGAIN, doesn't strike me as very fun for anyone. I assume there were traps in there for the rogue, who can't backstab anything in the dungeon, but it sounds like a big round of buff the fighter, watch the fighter destroy the golem, sleep to recover spells, repeat. [/QUOTE]
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