I'm gonna take a moment now to thank some people who've visited my blog. Now granted, I never really updated this thing much because I'm a busy man. Things that are more important then putting ideas to "paper" take precedence over the Tome, but with the little (but much appreciated) attention I've been getting lately, I need to thank some people and start writing some more.
I'd like to thank Gaming Geeks ETC for letting me post things on there all the time, sharing my posts, helping me out in my games, and just all around an awesome community for all table top players. You should definately check these guys out on facebook by clicking the link if you get some time.
Next, I was just relaxing before bed a bit and about to write another part of my series on here I started a couple days ago when a guy from 1d4 Rounds messaged me and basically is helping me spread the word. I'll gladly return the favor, and I'll tell you why.
I checked it out and I actually remember visiting this page from Gaming Geeks and checking out the blog and the one thing that made me remember was the Pantheon of Evil blog they had put up. Good stuff. Not only because it was great to see those actors, but honestly, it even gave me a bit of inspiration for my own psychopathic killer in the future.
This place is a great resource for gaming in general. I've seen things from custom spells for D&D to information about DragonCon, to web comics. Definitely check them out.
Monday, October 28, 2013
Sunday, October 27, 2013
3.5 Balance Series: A DM's Responsibilities
I've heard it all in games I've played in, games I've DM'd, and games I have nothing to do with: Such and such is broken. He broke the game by doing such and such. He does how much damage on that hit? Um, you cast both of those spells?
Let's stop with those things I'm sure every DM who has run 3.5 has heard and players as well. Let's address a few key issues as far as the game itself goes.
- The Game is only Broken as Much as you LET IT BE.
Let you're rulings be known BEFORE YOU EVEN START LETTING THE PLAYERS BUILD THEIR PCS! This is important. If you don't let all the rules be known, even if it's a rule that changes after a certain number of levels, you're players will find a way to take advantage of it if they optimize. If you take care of this before hand and print them out a copy of how the game is going to work and changes to rules, you're going to eliminate that breaking of your game by about 25% already. This is an important step.
An example:
Lets say you want to run a game in a low magic setting where magic is understood little or not at all by the majority of the population. Taking this into account and that adventurers themselves are rare and not common folk in ANY world:
1.) We know that wizards and sorcerers are going to be a dime a dozen. Perhaps you can only be a wizard once you've attended a wizard acadamy and those who fail a final test are the majority. This could be a reason why wizards and sorcerers are rare but still be a reason why a group of adventurers has one in their group. I'd also reflect this in the world as far as the characters actions are concerned. If that PC uses magic that's obvious (with some sort of visual effect or otherwise) then either those people around him are going to be scared, in awe, or very interested in what has just transpired. Word is going to spread pretty damn quick about what they did regardless simply because it's rare.
2.) Magic items would similarly have to be addressed. This could be done in a simple way by making them more expensive, but a better way would be that they can't be purchased at all except in a few key locations. Or if you want magic to be more rare, simply only random roll magic items in treasures that call for them.
3.) Spellcasting progression should also come into play. Wizards could be totally taken out and the only arcane casters are sorcerers. You could eliminate arcane casting altogether and just make a world with divine magic. You could eliminate magic items but still have magic weapons and armor available in your world. There are a lot of different things you can do to get the right feel for you're world. Alas, this is just one example but my point here is you need to make these rules clear for all your players.
Keep in mind in this example, you'll need to treat NPC's accordingly as well. Putting a creature with several spell like and super natural abilities up against PC's with no magic items or spell casting ability at all is a sure way for you to break your group.
- Not Understanding the Rules WILL LEAD to a "Broken" game or character
For Example:
Let's say your putting a group of PC's up against some undead. You know you've got a cleric in the party so you need to know all the ins and outs of turn undead. If you don't, you're screwed and you've just turned a challenging encounter into a boring over kill of a win to your players. That's NOT what a DM is supposed to do. Winning all the time and not having anything to worry about in battle isn't fun when that's what happens all the time. Having a DM who doesn't understand the rules isn't what players want either, especially when questions come up. It's important for a DM to do their home work. I believe in keeping game play going and debating rules outside of the table while taking a break, but I don't believe in never correcting your self and letting you're players walk all over you.
I'll STOP right here for now and address other points later in another blog post. Anyways, just trying to help out my fellow DM'S Please share, repost, reblog, whatever or ask any questions you wish!
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