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General Tabletop Discussion
*Pathfinder & Starfinder
Will DMs Need to Plan the PC Strategy?
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<blockquote data-quote="Derren" data-source="post: 4160389" data-attributes="member: 2518"><p>I simply heard too many complains from people who said that spells like Detect Evil, Speak With Dead, etc ruined their plot and were unwilling to write adventures which take the D&D spells into account. Imo such people are as bad as DMs who knock the PCs out by DM fiat because their plots requires it for the PCs to be captured.</p><p></p><p>And I am generally fed up with generic medieval fantasy worlds. When you have a system with lots of magic then this should reflect on the society. But instead magic changes nothing in how the world works and it even goes so far that magic actively gets ignored in some cases (See D&D novels & resurection). FR is a big offender as it has lots of powerful magic but the society mostly looks like a classic medieval one. Eberron was a step in the right direction (although it sometimes just replaces "medieval" with "renassaince".</p><p>Sadly 4E seems to make two steps backwards as to keep the world medieval arbitrary rulings are introduced like destiny etc, but that discussion is way off topic.</p><p></p><p>To get on topic again I will simply repeat my original post (in other words). Yes the DM has to plan for what the PCs can do. Although at least in the skill category you sometimes don't have to do anything except to nod while the players create the world which allows them to reach their goal (skill challenge).</p><p></p><p></p><p></p><p>If I understood osmanb right, encounter breaking spells (or lets say plot breaking spell) are not his problem and he actually likes them because when the PCs have such abilities he does not have to plan for a way for the PCs to reach the goal. With those abilities the PCs can create the "path" by themselves. But when the PCs don't have such abilities he has to prepare a way for them to reach their goal with their limited abilities.</p><p></p><p>@osmanb: Is that correct?</p><p></p><p>Edit: Small example</p><p></p><p>*With Plot breaking abilities*</p><p></p><p>DM: The artifact is somewhere in the BBEF (Big Bad Evil Fortress)</p><p>Players: Ok, we could teleport into the fortress but we don't know exactly where the artifact is that means we first have to scry. I suggest we teleport in a few rooms away and use passwall to get to the treasure vaults to bypass any teleport blocking effects,.....</p><p></p><p>*Without plot breaking abilities*</p><p></p><p>DM: The artifact is somewhere in the BBEF</p><p>Players: *Look at their character sheets* How many guards do we currently see? 20? *Look at each other* *Look at the DM with an expression saying "where is the conviently placed sewer which bypasses the defenses and brings us near the artifact"*.</p></blockquote><p></p>
[QUOTE="Derren, post: 4160389, member: 2518"] I simply heard too many complains from people who said that spells like Detect Evil, Speak With Dead, etc ruined their plot and were unwilling to write adventures which take the D&D spells into account. Imo such people are as bad as DMs who knock the PCs out by DM fiat because their plots requires it for the PCs to be captured. And I am generally fed up with generic medieval fantasy worlds. When you have a system with lots of magic then this should reflect on the society. But instead magic changes nothing in how the world works and it even goes so far that magic actively gets ignored in some cases (See D&D novels & resurection). FR is a big offender as it has lots of powerful magic but the society mostly looks like a classic medieval one. Eberron was a step in the right direction (although it sometimes just replaces "medieval" with "renassaince". Sadly 4E seems to make two steps backwards as to keep the world medieval arbitrary rulings are introduced like destiny etc, but that discussion is way off topic. To get on topic again I will simply repeat my original post (in other words). Yes the DM has to plan for what the PCs can do. Although at least in the skill category you sometimes don't have to do anything except to nod while the players create the world which allows them to reach their goal (skill challenge). If I understood osmanb right, encounter breaking spells (or lets say plot breaking spell) are not his problem and he actually likes them because when the PCs have such abilities he does not have to plan for a way for the PCs to reach the goal. With those abilities the PCs can create the "path" by themselves. But when the PCs don't have such abilities he has to prepare a way for them to reach their goal with their limited abilities. @osmanb: Is that correct? Edit: Small example *With Plot breaking abilities* DM: The artifact is somewhere in the BBEF (Big Bad Evil Fortress) Players: Ok, we could teleport into the fortress but we don't know exactly where the artifact is that means we first have to scry. I suggest we teleport in a few rooms away and use passwall to get to the treasure vaults to bypass any teleport blocking effects,..... *Without plot breaking abilities* DM: The artifact is somewhere in the BBEF Players: *Look at their character sheets* How many guards do we currently see? 20? *Look at each other* *Look at the DM with an expression saying "where is the conviently placed sewer which bypasses the defenses and brings us near the artifact"*. [/QUOTE]
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Will DMs Need to Plan the PC Strategy?
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