Belen
Adventurer
WayneLigon said:I think that was the best thing they ever did. Having a consistant rules set with rules that address many things that were left up to GM fiat before was what has brought our group back to D&D and for the most part kept it there.
I think it's more of 'let's make sure the GM shouldn't have to come up with a house rule for this' philosophy. But if it knocks back some of the 'absolute power' the GM enjoyed in previous editions, that's good too. Some of the grandstanding silliness in Knights of the Dinner Table is not just fiction, y'know. Then again, our play style encourages that. We've always seen the GM as a kind of 'super player'. We all contribute to the game in a way, so we all have a say in how it's run.
3E for the most part got rid of rules lawyers in my experience, since most of the things they argued about were either (1) memory holdovers from previous editions or sometimes entirely different games (2) something that was never statted out to begin with.
We'll have to agree to disagree here.
I GM'd older editions and never had absolute power. Contrary to popular opinion, the older games had rules. They may not have had as MANY rules, but there were rules that let you play the game in a concise and consistent manner. The only difference between then an now is that you have a ton of official house rules that codify play into one style.
Also, I have to seriously disagree with the idea that the GM is just a "superplayer." I have never once seen a player contribute to a game that shows anywhere near the level of work and time that a GM places into the game. If a GM creates and NPC, spell, location or effect that a player cannot reverse engineer using the RAW, then tough.
I do not GM to get a power trip. I GM to have fun and tell a story. The characters have their own personal story that should be fitted into the overall story as much as possible, but the player does not trump the GM. Period.