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Wizard vs Fighter - the math
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<blockquote data-quote="Scott Christian" data-source="post: 9183522" data-attributes="member: 6901101"><p>I'm sorry, I don't understand this comment. </p><p></p><p>When choosing, as a player, to play a pre-written adventure, you are probably choosing between a few endings. There is nothing wrong with that. In fact, most of my players prefer to play that way. They trust the DM to: </p><ul> <li data-xf-list-type="ul">Let their character shine</li> <li data-xf-list-type="ul">Let their character impact the setting, NPC's and plot (story arc)</li> <li data-xf-list-type="ul">Let their character experience a variety of encounters (hopefully, some of them unique)</li> <li data-xf-list-type="ul">Let their character grow in power </li> <li data-xf-list-type="ul">Let their character grow as a person by making choices in the world (character arc)</li> </ul><p>I am sorry you don't think that is how D&D should be played. But it is, as the DMG and PHB directly state: a collective storytelling game. This has all the elements of a story, from an exposition and inciting incident to climax and conclusion. Of course, there are other ways to play. And those are great too. I just got done DMing a campaign that was not run that way. My players preferred the way I described above. </p><p></p><p>And what they mean is: wandering monsters can be used by the DM to continue the adventuring day and hinder rest. There is nothing wrong with that, as long as it fits the world's design. Sleep in the middle of a desert in no-man's land where you haven't seen a living thing in two days. Odds are there will be no encounter at night. But sleep in a jungle with lizardfolk actively hunting you down because you stole their artifact, chance go up. </p><p></p><p>It baffles me. This does not seem like a difficult concept to grasp. The DMG, on page 81 "Building Encounters" explains how to do this. If you disagree with the DMG, that is your prerogative. But all it is doing is giving you ideas and suggestions on how to build an encounter, and yes, keep the adventuring day going as long as it makes sense to your story. I mean, they literally frame the events around character objectives - is that not character driven enough for you?</p><p></p><p>Infinite, because yes, the DM has infinite reserves if they want to use it. It is a fine use of hyperbole. If you sat at their table, I doubt you'd recognize any use of "infinite" in their game. You are taking things too literal.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9183522, member: 6901101"] I'm sorry, I don't understand this comment. When choosing, as a player, to play a pre-written adventure, you are probably choosing between a few endings. There is nothing wrong with that. In fact, most of my players prefer to play that way. They trust the DM to: [LIST] [*]Let their character shine [*]Let their character impact the setting, NPC's and plot (story arc) [*]Let their character experience a variety of encounters (hopefully, some of them unique) [*]Let their character grow in power [*]Let their character grow as a person by making choices in the world (character arc) [/LIST] I am sorry you don't think that is how D&D should be played. But it is, as the DMG and PHB directly state: a collective storytelling game. This has all the elements of a story, from an exposition and inciting incident to climax and conclusion. Of course, there are other ways to play. And those are great too. I just got done DMing a campaign that was not run that way. My players preferred the way I described above. And what they mean is: wandering monsters can be used by the DM to continue the adventuring day and hinder rest. There is nothing wrong with that, as long as it fits the world's design. Sleep in the middle of a desert in no-man's land where you haven't seen a living thing in two days. Odds are there will be no encounter at night. But sleep in a jungle with lizardfolk actively hunting you down because you stole their artifact, chance go up. It baffles me. This does not seem like a difficult concept to grasp. The DMG, on page 81 "Building Encounters" explains how to do this. If you disagree with the DMG, that is your prerogative. But all it is doing is giving you ideas and suggestions on how to build an encounter, and yes, keep the adventuring day going as long as it makes sense to your story. I mean, they literally frame the events around character objectives - is that not character driven enough for you? Infinite, because yes, the DM has infinite reserves if they want to use it. It is a fine use of hyperbole. If you sat at their table, I doubt you'd recognize any use of "infinite" in their game. You are taking things too literal. [/QUOTE]
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