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Bad DM'GM'ing
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<blockquote data-quote="delericho" data-source="post: 5058779" data-attributes="member: 22424"><p>Okay... for the most part, given the importance of combat in D&D, I get worried whenever I hear a character concept that reads "weak in combat". It can work, but often doesn't. Still, it's a fine concept.</p><p></p><p></p><p></p><p>Firstly, what version of the rules was this? I'm assuming 3.5e, since there are no specialist Wizards in 4e (as such - they would be separate classes), and Eberron didn't exist prior to 3.5e.</p><p></p><p>Anyway, two things:</p><p></p><p>1) Divination does not oppose Illusion in 3.5e. That's a 2nd Edition rule that was eliminated in the switch. So, no house rules needed.</p><p></p><p>2) Why not play a non-specialist Wizard if the DM is going to enforce that non-rule?</p><p></p><p></p><p></p><p>Agreeing to give up some class skills for others doesn't really work. "Here, I'll trade some stuff I didn't want anyway for something I do want!"</p><p></p><p>That said, Search is hardly an overpowered option. Still, your DM <em>was</em> well within his remit to refuse the request.</p><p></p><p></p><p></p><p>... and that would be where I would pack up and walk out.</p><p></p><p></p><p></p><p>He was within the rules, yes, but he wasn't within his rights. Basically, the railroad was unacceptable ("My character doesn't go. He's useless outside the city."), and the gloating was totally unacceptable. Forget the context of an RPG - that's just unacceptable behaviour amongst friends, period.</p><p></p><p></p><p></p><p>Oh good, a lack of understanding of the rules, coupled with blatant favouritism! I commend him on his efficiency.</p><p></p><p></p><p></p><p>And, again, a basic failure. D&D does not have specific and permanent injuries (with a very small number of exceptions), and with very good reason. Basically, any of those injuries render the character essentially (and permanently) unplayable.</p><p></p><p>If I hadn't already walked out because of the gloating, I would definitely be gone now. If I had somehow gone insane, and decided to stay anyway, I absolutely would be abandonning the character and bringing in a new one. The DM <em>cannot</em> make you continue to play a character you don't want to play - at the very least you can always leave.</p><p></p><p></p><p></p><p>What? Surely your response should have been, "yes, we do! Ah, the sweet release of death!".</p><p></p><p>What I don't get is why you continued with the campaign so long. If the DM can't even get through character creation without problems showing up, there should have been doubts. If the DM immediately starts with the railroading, then that should be a big red flag. But the moment the gloating started, that should have been the end. Was he paying you large sums of money to play in his campaign?</p></blockquote><p></p>
[QUOTE="delericho, post: 5058779, member: 22424"] Okay... for the most part, given the importance of combat in D&D, I get worried whenever I hear a character concept that reads "weak in combat". It can work, but often doesn't. Still, it's a fine concept. Firstly, what version of the rules was this? I'm assuming 3.5e, since there are no specialist Wizards in 4e (as such - they would be separate classes), and Eberron didn't exist prior to 3.5e. Anyway, two things: 1) Divination does not oppose Illusion in 3.5e. That's a 2nd Edition rule that was eliminated in the switch. So, no house rules needed. 2) Why not play a non-specialist Wizard if the DM is going to enforce that non-rule? Agreeing to give up some class skills for others doesn't really work. "Here, I'll trade some stuff I didn't want anyway for something I do want!" That said, Search is hardly an overpowered option. Still, your DM [i]was[/i] well within his remit to refuse the request. ... and that would be where I would pack up and walk out. He was within the rules, yes, but he wasn't within his rights. Basically, the railroad was unacceptable ("My character doesn't go. He's useless outside the city."), and the gloating was totally unacceptable. Forget the context of an RPG - that's just unacceptable behaviour amongst friends, period. Oh good, a lack of understanding of the rules, coupled with blatant favouritism! I commend him on his efficiency. And, again, a basic failure. D&D does not have specific and permanent injuries (with a very small number of exceptions), and with very good reason. Basically, any of those injuries render the character essentially (and permanently) unplayable. If I hadn't already walked out because of the gloating, I would definitely be gone now. If I had somehow gone insane, and decided to stay anyway, I absolutely would be abandonning the character and bringing in a new one. The DM [i]cannot[/i] make you continue to play a character you don't want to play - at the very least you can always leave. What? Surely your response should have been, "yes, we do! Ah, the sweet release of death!". What I don't get is why you continued with the campaign so long. If the DM can't even get through character creation without problems showing up, there should have been doubts. If the DM immediately starts with the railroading, then that should be a big red flag. But the moment the gloating started, that should have been the end. Was he paying you large sums of money to play in his campaign? [/QUOTE]
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