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<blockquote data-quote="Dozen" data-source="post: 6039430" data-attributes="member: 6698275"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=232" target="_blank">Crothian</a></u> , you devil<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p>First, I must point out I like the mindscrew of it all, very much so, but it's more than a harsh lesson. He wouldn't just 'sound like a douche', he'd become a douche.</p><p></p><p>More on the main subject... I feel like you should let him. I realized over the months here that most people play D&D nothing like I do, so this decision may or may not make any sense to you, but bear with me.</p><p>Think about it this way. If the wizard( or any character) wanted to break your campaign, <strong>they would</strong>. They don't even need splashbooks or optional rules, the SRD is more than enough. If you can accept the fact, you can also realize it's either you having to ban every fifth spell in the history of 3rd ed., or just letting them do anything they want and hoping they don't ruin the game. And most importantly, telling them that. </p><p>Tell them they'd ruin your experience, your hard work. Tell them you want to enjoy the game too, how horrible it feels when they deny it to you. Tell them you're doing them a favor by not forbiding a spell or feat (because, well, you really are), and ask them not to abuse it. They don't exactly have to be rocket scientists to realize you're going out of your way. If game balance is on their soul, nice people and your friends will keep themselves at bay for you, somewhat. Takes a little weight off of your shoulders. And those who don't cooperate... well, after a certain point you'll at least know who you don't want around your table anymore.</p><p>As for the rest of the group, they are in for the campaign of their life. I won't lie, sometimes an encounter or two becomes a horrible mess before you can figure out what to do with something powerful your players stumbled upon. That's for granted. And not a bad thing. I find horrible messes hilarious to no end, for one. I don't see why you wouldn't, players love it, and why you are (or should be) DMing in the first place. But doesn't matter, you have to make an end of it either way, and you always can, because you have access to the very same broken silliness they do. You don't have to cheat or send a demigod to intervene and auto-win when you need it, because you never need it. No matter how strong a character is, as long as it's not broken, there is always a stronger one. </p><p>I understand orthodox roleplaying doesn't involve this. Maybe you don't like it. Well, there's that, ask the players to keep it serious, then. Can't figure out a way to stop the players? Ask them to stop. </p><p>Asking people nicely, after all, can do wonders.</p></blockquote><p></p>
[QUOTE="Dozen, post: 6039430, member: 6698275"] @[U][URL="http://www.enworld.org/forum/member.php?u=232"]Crothian[/URL][/U] , you devil:devil: First, I must point out I like the mindscrew of it all, very much so, but it's more than a harsh lesson. He wouldn't just 'sound like a douche', he'd become a douche. More on the main subject... I feel like you should let him. I realized over the months here that most people play D&D nothing like I do, so this decision may or may not make any sense to you, but bear with me. Think about it this way. If the wizard( or any character) wanted to break your campaign, [B]they would[/B]. They don't even need splashbooks or optional rules, the SRD is more than enough. If you can accept the fact, you can also realize it's either you having to ban every fifth spell in the history of 3rd ed., or just letting them do anything they want and hoping they don't ruin the game. And most importantly, telling them that. Tell them they'd ruin your experience, your hard work. Tell them you want to enjoy the game too, how horrible it feels when they deny it to you. Tell them you're doing them a favor by not forbiding a spell or feat (because, well, you really are), and ask them not to abuse it. They don't exactly have to be rocket scientists to realize you're going out of your way. If game balance is on their soul, nice people and your friends will keep themselves at bay for you, somewhat. Takes a little weight off of your shoulders. And those who don't cooperate... well, after a certain point you'll at least know who you don't want around your table anymore. As for the rest of the group, they are in for the campaign of their life. I won't lie, sometimes an encounter or two becomes a horrible mess before you can figure out what to do with something powerful your players stumbled upon. That's for granted. And not a bad thing. I find horrible messes hilarious to no end, for one. I don't see why you wouldn't, players love it, and why you are (or should be) DMing in the first place. But doesn't matter, you have to make an end of it either way, and you always can, because you have access to the very same broken silliness they do. You don't have to cheat or send a demigod to intervene and auto-win when you need it, because you never need it. No matter how strong a character is, as long as it's not broken, there is always a stronger one. I understand orthodox roleplaying doesn't involve this. Maybe you don't like it. Well, there's that, ask the players to keep it serious, then. Can't figure out a way to stop the players? Ask them to stop. Asking people nicely, after all, can do wonders. [/QUOTE]
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