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Your Magic Is Killing Us
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<blockquote data-quote="Croesus" data-source="post: 5744521" data-attributes="member: 35019"><p>Not sure I can agree with this. While players can reasonably expect to be able to use their class abilities pretty much when they want (subject to story considerations), the game has a lot of other stuff that doesn't have to be automatic. </p><p></p><p>For example, a character may have literally dozens of potions. But if one used the old potion miscebility table, then players knew that using two potions at the same time had some risk. Most planned accordingly and avoided the situation. And if they did take the risk, it was generally because the character had no good options - in such a situation, would the character really rather have no option or an option with some risk? </p><p></p><p>Similarly, many GM's include magic items with some sort of drawback. While most of the old style cursed items were usually a real pain, items with interesting - but not necessarily lethal - quirks can be interesting. </p><p></p><p>I suppose it comes down to what the players assume they'll be able to do vs. the extra stuff (like magic items) that give them extra stuff to do. I wouldn't play a caster in a standard game of D&D if the GM made it risky to use any spell over 2nd level - I expect to be able to cast my spells. But as Stormonu mentioned, someone playing E6 assumes they can't cast 4th level+ spells, so giving them option to do so - even with some risk - is a bonus, just like finding a magic item.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5744521, member: 35019"] Not sure I can agree with this. While players can reasonably expect to be able to use their class abilities pretty much when they want (subject to story considerations), the game has a lot of other stuff that doesn't have to be automatic. For example, a character may have literally dozens of potions. But if one used the old potion miscebility table, then players knew that using two potions at the same time had some risk. Most planned accordingly and avoided the situation. And if they did take the risk, it was generally because the character had no good options - in such a situation, would the character really rather have no option or an option with some risk? Similarly, many GM's include magic items with some sort of drawback. While most of the old style cursed items were usually a real pain, items with interesting - but not necessarily lethal - quirks can be interesting. I suppose it comes down to what the players assume they'll be able to do vs. the extra stuff (like magic items) that give them extra stuff to do. I wouldn't play a caster in a standard game of D&D if the GM made it risky to use any spell over 2nd level - I expect to be able to cast my spells. But as Stormonu mentioned, someone playing E6 assumes they can't cast 4th level+ spells, so giving them option to do so - even with some risk - is a bonus, just like finding a magic item. [/QUOTE]
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