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<blockquote data-quote="DonTadow" data-source="post: 4060606" data-attributes="member: 22622"><p>What in the world is stopping you from playing a flirting swashbuckler doing daring deeds if you're fighting undead. Why don't you use your swashbuckling technique to disarm, or trip up the undead. Or dash around throwing bottles of greek fire and tanglefoot bags at them. Or get real creative and coat your weapon with some holy oil and go toe to toe. Why not go around and flank the undead, showing off with your sword prowess while the cleric does the real damage (and gets an advantage). The DM did not nerf your character. Your lack of imagination nerfed your character. Too many people think rpg pcs are MMO robots. </p><p></p><p>"I am a mage, i must cast spells or i am useless". </p><p></p><p>This is the great thing about tabletops. This is not the case 10 times out of 10. </p><p></p><p>Players who talk about nerfed characters on situations where their character is not hte star often lack the imagination required to play a tabletop game. You don't have to deal damage to roleplay a character. There's a guy in my game who plays a vampire psionist, who does not fight and rarely uses his psionics (he is a merchant who the pcs stumbled upon). But he is essential to the party using all types of environmental and generic items. </p><p></p><p>This does not come down to having fun. It comes down to i can't have fun unless my character's star powers are shined. </p><p></p><p></p><p>We are disagreeing about "limited effectiveness". If my players know that the sacred what knock is located in the crypt of the undead horror. Well, they are going to make preparations so that they are alll as effective as possible against undead. I don't buy the design that every dungeon has exactly one encounter to make every player shine. It just does not happen. In this case adventures seem more like plays with acts that focus on a particular character. Players stepping up saying oooh here's my part. </p><p></p><p></p><p>I agree with you. So in my design, i reward creative play. I have both specialists and generalists in my game, but my specialists are diverse enough where when their out of spell points they aren't sitting around pouting on rocks. They are slinging arrow, reading scrolls, and helping the party strategize.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 4060606, member: 22622"] What in the world is stopping you from playing a flirting swashbuckler doing daring deeds if you're fighting undead. Why don't you use your swashbuckling technique to disarm, or trip up the undead. Or dash around throwing bottles of greek fire and tanglefoot bags at them. Or get real creative and coat your weapon with some holy oil and go toe to toe. Why not go around and flank the undead, showing off with your sword prowess while the cleric does the real damage (and gets an advantage). The DM did not nerf your character. Your lack of imagination nerfed your character. Too many people think rpg pcs are MMO robots. "I am a mage, i must cast spells or i am useless". This is the great thing about tabletops. This is not the case 10 times out of 10. Players who talk about nerfed characters on situations where their character is not hte star often lack the imagination required to play a tabletop game. You don't have to deal damage to roleplay a character. There's a guy in my game who plays a vampire psionist, who does not fight and rarely uses his psionics (he is a merchant who the pcs stumbled upon). But he is essential to the party using all types of environmental and generic items. This does not come down to having fun. It comes down to i can't have fun unless my character's star powers are shined. We are disagreeing about "limited effectiveness". If my players know that the sacred what knock is located in the crypt of the undead horror. Well, they are going to make preparations so that they are alll as effective as possible against undead. I don't buy the design that every dungeon has exactly one encounter to make every player shine. It just does not happen. In this case adventures seem more like plays with acts that focus on a particular character. Players stepping up saying oooh here's my part. I agree with you. So in my design, i reward creative play. I have both specialists and generalists in my game, but my specialists are diverse enough where when their out of spell points they aren't sitting around pouting on rocks. They are slinging arrow, reading scrolls, and helping the party strategize. [/QUOTE]
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