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General Tabletop Discussion
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Luce" data-source="post: 6242810" data-attributes="member: 29760"><p>The point I was trying to make that different groups will handle it differently, since fun can be derived in different ways. You know your group and there was an understanding that this trick is one time thing. On other tables such a ruling would have been an open season invitation.</p><p>Heck, in D&D lore we have Flame (since Dungeon #1) a dragon who has a contract to get chain resurrected. </p><p>So the chain of events<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />C kill dragon, two days latter dragon came back and it has brought some friends. TPK ensues. This may be perfectly valid on same tables.</p><p>There are multiple ways spells can be creatively used with DM adjudication.</p><p>Cast a silent image of a Medusa head, creature that does not disbelief think they have turned into stone.</p><p>Stone shape- encase an enemy's head into stone, no SR no saving throw.</p><p>Using the major/minor creation spells to make enough contact poison (such as black lotus extract a vegetable matter) to kill an army.</p><p>and so on.</p><p>Some groups may find a game of clever thinking saving the day enjoyable, others may engage in constant one upsmenship with the DM and have fun. Once again, I am of the believe that a group should trust their DM and s(he) in part should feel free to deviate from the RAW if that enhances the enjoyment of the game. IME the rules are good starting point, a common base if you will, from which the individual group deviate making the game their own. I do think there should be an example play style, but limiting to only that style is an unrealistic expectation. </p><p></p><p>For example, I enjoy low magic game, where the PC are saving their resources for the "bad times". A wand with 10 charges may last 3+ levels before being depleted. At the same time I like the idea oscillating challenge as I see it in 2e- "run from the wolfs to fight the bear". That is the PC will occasionally get 1-2 use items that are very powerful, but cannot be replaced without going in a long quest if at all. For example the dying breath of a god of war trapped into a specially made crystal sphere, which when broken acts as a "hellball" epic spell. A good thing to have as a back up, but once you use it you are out.</p><p>Not the standard approach to gaming, but it works for my table.</p><p></p><p>tl;dr: sometimes it is better to ignore the rules and just have fun, but acknowledging when you do so is good policy in forum discussions.</p></blockquote><p></p>
[QUOTE="Luce, post: 6242810, member: 29760"] The point I was trying to make that different groups will handle it differently, since fun can be derived in different ways. You know your group and there was an understanding that this trick is one time thing. On other tables such a ruling would have been an open season invitation. Heck, in D&D lore we have Flame (since Dungeon #1) a dragon who has a contract to get chain resurrected. So the chain of events:PC kill dragon, two days latter dragon came back and it has brought some friends. TPK ensues. This may be perfectly valid on same tables. There are multiple ways spells can be creatively used with DM adjudication. Cast a silent image of a Medusa head, creature that does not disbelief think they have turned into stone. Stone shape- encase an enemy's head into stone, no SR no saving throw. Using the major/minor creation spells to make enough contact poison (such as black lotus extract a vegetable matter) to kill an army. and so on. Some groups may find a game of clever thinking saving the day enjoyable, others may engage in constant one upsmenship with the DM and have fun. Once again, I am of the believe that a group should trust their DM and s(he) in part should feel free to deviate from the RAW if that enhances the enjoyment of the game. IME the rules are good starting point, a common base if you will, from which the individual group deviate making the game their own. I do think there should be an example play style, but limiting to only that style is an unrealistic expectation. For example, I enjoy low magic game, where the PC are saving their resources for the "bad times". A wand with 10 charges may last 3+ levels before being depleted. At the same time I like the idea oscillating challenge as I see it in 2e- "run from the wolfs to fight the bear". That is the PC will occasionally get 1-2 use items that are very powerful, but cannot be replaced without going in a long quest if at all. For example the dying breath of a god of war trapped into a specially made crystal sphere, which when broken acts as a "hellball" epic spell. A good thing to have as a back up, but once you use it you are out. Not the standard approach to gaming, but it works for my table. tl;dr: sometimes it is better to ignore the rules and just have fun, but acknowledging when you do so is good policy in forum discussions. [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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