Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Wish & Simulacrum
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Frozenstep" data-source="post: 7923999" data-attributes="member: 7020624"><p>You never have days where the party is just on a boat travelling somewhere? Or in a city, doing little while other party members try to get political things done or gathering information? If you don't have that in your campaign...well I'm sorry but other people do, and it puts DMs who run those scenarios in an awkward position of either constantly enabling simulacrum, or having to take specific steps to stop it.</p><p></p><p>Surprise encounters happen, but it's unlikely a single encounter when the party is full on resources will die to a single encounter, and after that single encounter they can likely regroup with the wizard and either barricade themselves in or abandon simulacrum. Or I guess you could throw an encounter at the wizard, who has hopefully taken some precaution. If your story can justify someone coming after them in the middle of the day in a random room in the city (or possibly in a palace, if you're guests of a king or something), or if the party leaves a party member as a guard.</p><p></p><p>The point is, the DM can write what is a reasonable scenario (you are guests of the king, but you suspect one of his advisers is a demon, try to figure out which) and then suddenly find themselves having to justify ways to block simulacrum from being cast. That's not a cool situation to be in.</p><p></p><p></p><p></p><p>Again, it really depends on the pace, and you're ignoring some campaigns are paced differently and simulacrum screws those campaigns over. Bob gets his gold, and hires some builders to start working on the castle. Tim makes a simulacrum as Bob negotiates prices and works through blueprint stuff. Then they hear rumors of people vanishing in a nearby village and go to investigate, leaving the workers to continue. After a crazy day of investigating and fighting evil fey they return to find the workers missing. Bob spends time investigating, giving Tim time to make another simulacrum.</p><p></p><p>Is that unreasonable? Can you not have an adventure like that? Is that illegal? But then simulacrum becomes way stronger in those scenarios. Again, I am a pessimist. If it breaks the game in a scenario that is entirely reasonable, then it doesn't matter if it's cool for 80% of people, it's still not ok.</p><p></p><p></p><p></p><p>A glass cannon is a glass cannon. If you could summon a creature that had 1 health but did 500d10 damage when it hit, it wouldn't be good for game health despite being literally the most delicate thing ever.</p><p></p><p>You have to realize when you give something strengths and weaknesses, at some point you can give something so much strength that it unbalances the game no matter what kind of weaknesses you add. The spell is either too good despite all the problems, or it's straight up useless as you've had to load on so many weaknesses the spell is not practical. You cannot find a point of good balance because you've basically created such a dangerous tipping point that it simply will not ever work. The better design would be to cut down on the strength a little, so the tipping point becomes wider and more forgiving and thus you can find a point of balance.</p><p></p><p></p><p></p><p>Again, I am a pessimist. We can go through more examples, but the point is this spell creates lots of corner cases where suddenly a simulacrum is a great idea, and the DM needs to justify a shut down of the idea in advance.</p><p></p><p></p><p></p><p>Stackoverflow says yes to twin simulacrum, but I seriously don't even care about that. </p><p></p><p>What's the root of the issue of a campaign where you're not fighting every single day, and have days that you can guess are reasonably safe (staying in a city)?</p><p></p><p></p><p></p><p>If you can't see that people run their campaigns and stories differently, and they can be just as valid ways to run the game and they have different strengths and weaknesses, and simulacrum can be a problem in some of them, yeah, I don't think I'll be able to change yours either. I think in the end any further discussion between us would just devolve to that, I think there are legitimate ways to run the game that are perfectly fine except that they enable simulacrum, and I see simulacrum as too good of a reward for the wizard getting some free time.</p><p></p><p></p><p></p><p>Two cases which aren't always going to be true, even when fighting spellcasters. Also, if you're that high level of a wizard, you could have gotten Rary's Telepathic Bond.</p><p></p><p>Might depend on the spellcaster, maybe not everyone studies what wizards do. Clerics/druids/sorcerers don't particularly need to know every wizard spell. But it's not as big of a deal honestly, DM can always throw in that they knew a wizard or something from their past.</p></blockquote><p></p>
[QUOTE="Frozenstep, post: 7923999, member: 7020624"] You never have days where the party is just on a boat travelling somewhere? Or in a city, doing little while other party members try to get political things done or gathering information? If you don't have that in your campaign...well I'm sorry but other people do, and it puts DMs who run those scenarios in an awkward position of either constantly enabling simulacrum, or having to take specific steps to stop it. Surprise encounters happen, but it's unlikely a single encounter when the party is full on resources will die to a single encounter, and after that single encounter they can likely regroup with the wizard and either barricade themselves in or abandon simulacrum. Or I guess you could throw an encounter at the wizard, who has hopefully taken some precaution. If your story can justify someone coming after them in the middle of the day in a random room in the city (or possibly in a palace, if you're guests of a king or something), or if the party leaves a party member as a guard. The point is, the DM can write what is a reasonable scenario (you are guests of the king, but you suspect one of his advisers is a demon, try to figure out which) and then suddenly find themselves having to justify ways to block simulacrum from being cast. That's not a cool situation to be in. Again, it really depends on the pace, and you're ignoring some campaigns are paced differently and simulacrum screws those campaigns over. Bob gets his gold, and hires some builders to start working on the castle. Tim makes a simulacrum as Bob negotiates prices and works through blueprint stuff. Then they hear rumors of people vanishing in a nearby village and go to investigate, leaving the workers to continue. After a crazy day of investigating and fighting evil fey they return to find the workers missing. Bob spends time investigating, giving Tim time to make another simulacrum. Is that unreasonable? Can you not have an adventure like that? Is that illegal? But then simulacrum becomes way stronger in those scenarios. Again, I am a pessimist. If it breaks the game in a scenario that is entirely reasonable, then it doesn't matter if it's cool for 80% of people, it's still not ok. A glass cannon is a glass cannon. If you could summon a creature that had 1 health but did 500d10 damage when it hit, it wouldn't be good for game health despite being literally the most delicate thing ever. You have to realize when you give something strengths and weaknesses, at some point you can give something so much strength that it unbalances the game no matter what kind of weaknesses you add. The spell is either too good despite all the problems, or it's straight up useless as you've had to load on so many weaknesses the spell is not practical. You cannot find a point of good balance because you've basically created such a dangerous tipping point that it simply will not ever work. The better design would be to cut down on the strength a little, so the tipping point becomes wider and more forgiving and thus you can find a point of balance. Again, I am a pessimist. We can go through more examples, but the point is this spell creates lots of corner cases where suddenly a simulacrum is a great idea, and the DM needs to justify a shut down of the idea in advance. Stackoverflow says yes to twin simulacrum, but I seriously don't even care about that. What's the root of the issue of a campaign where you're not fighting every single day, and have days that you can guess are reasonably safe (staying in a city)? If you can't see that people run their campaigns and stories differently, and they can be just as valid ways to run the game and they have different strengths and weaknesses, and simulacrum can be a problem in some of them, yeah, I don't think I'll be able to change yours either. I think in the end any further discussion between us would just devolve to that, I think there are legitimate ways to run the game that are perfectly fine except that they enable simulacrum, and I see simulacrum as too good of a reward for the wizard getting some free time. Two cases which aren't always going to be true, even when fighting spellcasters. Also, if you're that high level of a wizard, you could have gotten Rary's Telepathic Bond. Might depend on the spellcaster, maybe not everyone studies what wizards do. Clerics/druids/sorcerers don't particularly need to know every wizard spell. But it's not as big of a deal honestly, DM can always throw in that they knew a wizard or something from their past. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wish & Simulacrum
Top