I suppose its possible I'm highly ignorant, but my players seem to enjoy my games so I persist.
The larger point of Actana's post, aside from making inflammatory comments, seems to be that the Pathfinder / 3.5 system is broken beyond repair. My only counter would be to suggest that any rules framework is open to abuse. Heck, I used to run HERO system, which if left unchecked allows characters that would disrupt any game.
But in my mind that is just job security for we game masters. If your players find an exploit in the game that enhances their enjoyment of said game without wrecking it for anyone else, I say allow it. If its an exploit that makes the game less - at least for your group - then make a ruling. I talk about this issue elsewhere on this thread. I have several spells that many would consider a standard part of the game that I simply don't allow. So far I haven't had a lot of problems with stoneshape
but if I do in the future I'll be sure to deal with it then.
Actana also brought up the issue with CR rating. I agree with him that it depends on the group and their equipment. For instance a group of undead may effectively be of lower CR vs. a group with a powerful cleric. Conversely, a werewolf (CR 2) might be a nearly impossible fight for a group without silver weapons or spell casters. It is a guideline - and I think a useful one - but only a guideline. A thinking GM is always required when plotting encounters. It is this flexible, human element that I believe makes table top RPGs more fun than a fixed game type such as a video game.
As to munchkins, I will stand by my original post, drawing attention to the part where I said it is up to the GM to decide where the line is between solid character build and munchkinism. Maybe I have thick-skinned players, but enforcing this policy has never seemed to offend anyone before.
The larger point of Actana's post, aside from making inflammatory comments, seems to be that the Pathfinder / 3.5 system is broken beyond repair. My only counter would be to suggest that any rules framework is open to abuse. Heck, I used to run HERO system, which if left unchecked allows characters that would disrupt any game.
But in my mind that is just job security for we game masters. If your players find an exploit in the game that enhances their enjoyment of said game without wrecking it for anyone else, I say allow it. If its an exploit that makes the game less - at least for your group - then make a ruling. I talk about this issue elsewhere on this thread. I have several spells that many would consider a standard part of the game that I simply don't allow. So far I haven't had a lot of problems with stoneshape
but if I do in the future I'll be sure to deal with it then.
Actana also brought up the issue with CR rating. I agree with him that it depends on the group and their equipment. For instance a group of undead may effectively be of lower CR vs. a group with a powerful cleric. Conversely, a werewolf (CR 2) might be a nearly impossible fight for a group without silver weapons or spell casters. It is a guideline - and I think a useful one - but only a guideline. A thinking GM is always required when plotting encounters. It is this flexible, human element that I believe makes table top RPGs more fun than a fixed game type such as a video game.
As to munchkins, I will stand by my original post, drawing attention to the part where I said it is up to the GM to decide where the line is between solid character build and munchkinism. Maybe I have thick-skinned players, but enforcing this policy has never seemed to offend anyone before.
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