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worst (real) advice for DMs
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<blockquote data-quote="Composer99" data-source="post: 8546584" data-attributes="member: 7030042"><p>(1) It's a player's responsibility to keep track of their character's own special abilities.</p><p></p><p>(2) If you have cleric or druid PCs, and to a lesser extent wizard PCs, this is a way to exhaust yourself.</p><p></p><p>(3) If you play at an open table, and so might have many PCs belonging to different players who may or may not be present in any given session, there's too much to track. Especially for something like AL where there are many "street legal" character options.</p><p></p><p>It's all well and good to recommending having at least a rough idea of what your PCs are capable of - and (a) you should be able to discern some of that based on the things they do in play, and (b) the fewer moving parts any PC has, the easier it is to get a handle on their capabilities - but there's clearly a point where being expected to know <em>everything</em> they can do is simply unreasonable, and therefore bad advice.</p></blockquote><p></p>
[QUOTE="Composer99, post: 8546584, member: 7030042"] (1) It's a player's responsibility to keep track of their character's own special abilities. (2) If you have cleric or druid PCs, and to a lesser extent wizard PCs, this is a way to exhaust yourself. (3) If you play at an open table, and so might have many PCs belonging to different players who may or may not be present in any given session, there's too much to track. Especially for something like AL where there are many "street legal" character options. It's all well and good to recommending having at least a rough idea of what your PCs are capable of - and (a) you should be able to discern some of that based on the things they do in play, and (b) the fewer moving parts any PC has, the easier it is to get a handle on their capabilities - but there's clearly a point where being expected to know [I]everything[/I] they can do is simply unreasonable, and therefore bad advice. [/QUOTE]
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