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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Greg K" data-source="post: 7758977" data-attributes="member: 5038"><p>No, the one-man-army and discouraging cooperation was an issue with DM's not wanting to control their game by telling players, "No" and/or issues with certain players. I ran 3e for several groups and the one-man-army, lack of cooperation, and showing off never appeared in my game. The same goes for other DMs whom I know. We would look over various options and decide what to us and what not to use on a case by case basis just as the 3.0 DMG told us that we were in charge of what material is used. </p><p></p><p> WOTC just neededto make it clear and continually reinforce the idea that new options are included at the DM's discretion. They had rule 0 in the 3.0 PHB, but it was not as explicit as in the DMG (well, it was in the 3.0 DMG) that the DM decides what is and is not used. This was also stressed in some Dragon Magazine articles until midway through 3.5 when the designers suddenly went from a) telling DMs that they should pick and choose options carefully with regard to their campaign to b) finding ways to include any official option (looking at Andy Collin's Sibling Rivalry column in comparison to previous comments from him in Dragon as an example). </p><p>As for power creep, a lot of it was poorly thought out options, but as Sean Reynolds posted on his website many of the options are not meant to be used together so the designers didn't worry about how options would fit into with old ones. Then again, I also see power creep in many of the classes and the general feel of the game with each subsequent edition of D&D which is why despite preferring the mechanics of WOTC games over TSR, I will not play any edition of WOTC D&D above levels 10-12 (despite feeling they toned the major spellcasters in way that I like)</p></blockquote><p></p>
[QUOTE="Greg K, post: 7758977, member: 5038"] No, the one-man-army and discouraging cooperation was an issue with DM's not wanting to control their game by telling players, "No" and/or issues with certain players. I ran 3e for several groups and the one-man-army, lack of cooperation, and showing off never appeared in my game. The same goes for other DMs whom I know. We would look over various options and decide what to us and what not to use on a case by case basis just as the 3.0 DMG told us that we were in charge of what material is used. WOTC just neededto make it clear and continually reinforce the idea that new options are included at the DM's discretion. They had rule 0 in the 3.0 PHB, but it was not as explicit as in the DMG (well, it was in the 3.0 DMG) that the DM decides what is and is not used. This was also stressed in some Dragon Magazine articles until midway through 3.5 when the designers suddenly went from a) telling DMs that they should pick and choose options carefully with regard to their campaign to b) finding ways to include any official option (looking at Andy Collin's Sibling Rivalry column in comparison to previous comments from him in Dragon as an example). As for power creep, a lot of it was poorly thought out options, but as Sean Reynolds posted on his website many of the options are not meant to be used together so the designers didn't worry about how options would fit into with old ones. Then again, I also see power creep in many of the classes and the general feel of the game with each subsequent edition of D&D which is why despite preferring the mechanics of WOTC games over TSR, I will not play any edition of WOTC D&D above levels 10-12 (despite feeling they toned the major spellcasters in way that I like) [/QUOTE]
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