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<blockquote data-quote="Glyfair" data-source="post: 4057407" data-attributes="member: 53"><p>Obviously there are a lot of variables here. Most importantly, there is the individual group. If your group is the sort that can sit around a tavern for a 4 hour session just interacting with teh characters, then having all of your special abilities made useless for a session won't bother you as much as a player in a "kick in the doors" style campaign.</p><p></p><p>Also, there is the issue of expectations. I remember back in the AD&D days when it wasn't uncommon to have campaigns where entire campaigns were spent in areas where teleport spells were useless (IIRC the "D" series was like this). That's punishing the player for taking the teleport spell. If a player has a special ability, then he should expect to make use of it an appropriate amount. It also shouldn't have to wait for the exact right time that the DM decides that it's appropriate for you to use your ability.</p><p></p><p>For me, if I'm going to spend an entire night in a largely combat oriented session where I can't contribute because the DM has made all my abilities useless, then I might as well not show up. That's not fun. </p><p></p><p>But, don't confuse it with making my major abilities useless, in order to allow me to use my secondary abilities. That's fun done right. Just make sure you don't set up that situation, but create the situation where another character then can just destroy the encounter with his abilities so I don't get to use my secondary abilities.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4057407, member: 53"] Obviously there are a lot of variables here. Most importantly, there is the individual group. If your group is the sort that can sit around a tavern for a 4 hour session just interacting with teh characters, then having all of your special abilities made useless for a session won't bother you as much as a player in a "kick in the doors" style campaign. Also, there is the issue of expectations. I remember back in the AD&D days when it wasn't uncommon to have campaigns where entire campaigns were spent in areas where teleport spells were useless (IIRC the "D" series was like this). That's punishing the player for taking the teleport spell. If a player has a special ability, then he should expect to make use of it an appropriate amount. It also shouldn't have to wait for the exact right time that the DM decides that it's appropriate for you to use your ability. For me, if I'm going to spend an entire night in a largely combat oriented session where I can't contribute because the DM has made all my abilities useless, then I might as well not show up. That's not fun. But, don't confuse it with making my major abilities useless, in order to allow me to use my secondary abilities. That's fun done right. Just make sure you don't set up that situation, but create the situation where another character then can just destroy the encounter with his abilities so I don't get to use my secondary abilities. [/QUOTE]
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