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Why do you (they) break characters?
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<blockquote data-quote="Justin Bacon" data-source="post: 2743406" data-attributes="member: 3795"><p>Lemme see if I've got this straight:</p><p></p><p>1. I say that you should challenge the characters in your campaign.</p><p></p><p>2. You say that this is the same as saying, "Bang, you're dead, HAHA!"</p><p></p><p>...</p><p></p><p>Wow. If the word "challenging" means nothing but arbitrary and capricious death to you, then remind me to stay well clear of any games you decide to run.</p><p></p><p>Meanwhile, back over here in reality, these are the simple facts: D&D is a game in which power levels run from wimpier-than-real-life to god-like power. Unless your PCs have truly overshot the latter, then the only problem you've got is that you're trying to run a 1st level adventure for a character that has 6th level ability.</p><p></p><p>And that may not be because their characters are literally 6th level characters. Maybe that's because they've tweaked their character above-and-beyond the average. Maybe that's because they're very effective tactical planners. Maybe that's because you've allowed them to load up on more magical equipment than they should have.</p><p></p><p>But none of those things are actually problems, unless you choose to limit your imagination and let them be problems.</p><p></p><p>A couple years back I had a group that was tactically proficient: The fighters knew how to handle a melee. The spellcasters knew just what spells to use. The rogue could always find his way to the perfect positions for sneak attacks and support. This was a slick, well-run group that -- as a result -- performed consistently about two levels above their actual levels. Rather than moaning about how "broken" these characters were, I simply planned my adventures with encounters 1-3 ELs higher than I normally would've used for a party of their level.</p><p></p><p>In another campaign, I intentionally gave the PCs artifact-level magic items at very low levels. These players weren't tactically proficient, but these artifacts obviously increased their potency. And, again, the challenges they faced were a little bit tougher than the challenges they'd be able to overcome if they lacked their artifacts.</p><p></p><p>So, no, when it comes to D&D I don't buy the argument that the PCs have gotten "too powerful to be hit". That's quite impossible. And if that's all the information you're going to give about your so-called "problem", then I'm going to assume the real problem is that you're not designing adventures which match the actual capabilities of your playing group.</p><p></p><p>Justin Alexander Bacon</p><p><a href="http://www.thealexandrian.net" target="_blank">http://www.thealexandrian.net</a></p></blockquote><p></p>
[QUOTE="Justin Bacon, post: 2743406, member: 3795"] Lemme see if I've got this straight: 1. I say that you should challenge the characters in your campaign. 2. You say that this is the same as saying, "Bang, you're dead, HAHA!" ... Wow. If the word "challenging" means nothing but arbitrary and capricious death to you, then remind me to stay well clear of any games you decide to run. Meanwhile, back over here in reality, these are the simple facts: D&D is a game in which power levels run from wimpier-than-real-life to god-like power. Unless your PCs have truly overshot the latter, then the only problem you've got is that you're trying to run a 1st level adventure for a character that has 6th level ability. And that may not be because their characters are literally 6th level characters. Maybe that's because they've tweaked their character above-and-beyond the average. Maybe that's because they're very effective tactical planners. Maybe that's because you've allowed them to load up on more magical equipment than they should have. But none of those things are actually problems, unless you choose to limit your imagination and let them be problems. A couple years back I had a group that was tactically proficient: The fighters knew how to handle a melee. The spellcasters knew just what spells to use. The rogue could always find his way to the perfect positions for sneak attacks and support. This was a slick, well-run group that -- as a result -- performed consistently about two levels above their actual levels. Rather than moaning about how "broken" these characters were, I simply planned my adventures with encounters 1-3 ELs higher than I normally would've used for a party of their level. In another campaign, I intentionally gave the PCs artifact-level magic items at very low levels. These players weren't tactically proficient, but these artifacts obviously increased their potency. And, again, the challenges they faced were a little bit tougher than the challenges they'd be able to overcome if they lacked their artifacts. So, no, when it comes to D&D I don't buy the argument that the PCs have gotten "too powerful to be hit". That's quite impossible. And if that's all the information you're going to give about your so-called "problem", then I'm going to assume the real problem is that you're not designing adventures which match the actual capabilities of your playing group. Justin Alexander Bacon [url]http://www.thealexandrian.net[/url] [/QUOTE]
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