What are you a minority about?

Give me a tactical or moral dilemma instead and I'll be very happy.
A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What should you do? In general, under what conditions should promises be broken? :hmm:
 

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A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What should you do?
Throw dice at the DM for railroading me into making the promise in the first place. :mad:

In general, under what conditions should promises be broken?
There is no general principle. Weigh the consequences for keeping the promise against the consequences for breaking the promise (not just to you, but to everyone that is affected) and decide.
 

I hate freely available raise dead magic. I'm in a sizeable minority there, but it definitely does seem to be a minority.

I see tons and tons and tons and tons and tons of posts, blogs, podcasts, and what have you about how to make combat faster, how to make combats shorter, how to reduce "grind", and so on. Or people mentioning, in passing, that certain combats took this many rounds or that many hours of real time, and it seems almost universally accepted that that was a bad thing.

Personally, I don't get it. I want combats to be long. Both in number of rounds and in real-time. I don't mind play going slowly. I like a battle to take long enough that it really feels important and has lots of opportunities for decisions and for each character to be able to do pretty much "all his stuff". If I'm playing, and we have a combat that is resolved in fewer than eight rounds, or takes less than an hour to play, I feel cheated. I think, "Well, that was so easy, what was the point of having the encounter?"

Speaking just for myself, the "grind" problem is not with long combats per se; it's when the outcome of the combat is clear long before the combat itself is over. The PCs are obviously going to win, but there's still a bunch of mopping up to do. The DM is reluctant to handwave the rest of the fight, because it remains in question how many hit points and healing surges the PCs will have to spend, but the tension is gone.

A long, grueling nail-biter of a battle is awesome, albeit stressful (I definitely need a few minutes to unwind afterward!). To me, the best battle is one where the winning side has a net hit point total less than zero. As a DM, though, it's a challenge to achieve that without fudging the dice--you're skirting the edge of a TPK.

When I hear about these groups who have TPK'ed in LFR modules, or Keep on the Shadowfell, or whatever, I honestly just boggle. The default difficulty of 4E D&D (which is what I play) is absurdly low, to me (and the guys I play with and DM for). Level +1 encounter? Seriously, that's a joke. I actually get really annoyed when I play with most DMs, because they just won't take off the damn hand-holding kid gloves and actually give us a real challenge. Every battle is sorely disappointing, as we easily stomp all over everything with no real sense of danger, using our cooler powers just for the sake of using them, not because they're necessary. Ending adventuring days with all of my dailies unused because I was, yet again, foolishly saving them for some desperately-hoped-for "hard fight" that, yet again, never materialized.

This can be an issue in 4E for various reasons, one of which is that I find party power level drifts upward relative to monsters of their level. When my PCs were in Heroic tier, I got a pretty good feel for what they could handle; level + 1 or less wasn't worth playing out, level + 2 was a solid fight but not tremendously challenging, level + 3 they would have to work for, level + 4 was blood and death, and level + 5 was TPK territory.

As they move up through Paragon tier, however, I find those guidelines no longer apply. Anything less than level + 4 is too weak to bother with. Level + 5 is the new level + 3. I expect it'll get even worse if we go into Epic. I think I've got a handle on it now, but there were a bunch of overly easy fights before I realized what was happening.

Incidentally, have you tried "War of the Burning Sky?" You might like it; I think the encounters are better calibrated to what you're looking for.
 
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I love...

Crazy, wacky, and just plain weird monstrous PCs of all stripes.

Tracking fiddly bits like ammunition, rations, even spell components.

3.5 magic item crafting rules, including the XP cost.

Non-optimized characters, including single digit ability scores (caveat: with the ability to improve as the campaign progresses).

PCs that start below 1st level and have to earn their class abilities through an apprenticeship or rite of passage or some such.

I don't love (might even say strongly dislike in some cases)...

Point Buy ability scores - give me 3d6 rolled in order any day of the week.

Starting above 1st level - Those extra levels feel unearned.

Miniatures and grid based combat in general - Give me a good narrative combat where the only thing on the table is character sheets and dice.
 

The Shaman said:
Our group played 1e AD&D by the rules as written, with a bare minimum of house rules - I was surprised to discover the extent to which that was an exception.
I played AD&D1 for around 15 years, and it wasn't until about a decade after my last game of it that I discovered I had not been playing pretty close to the RAW. My surprise was learning that I had been heavily house ruling the system without an intention to house rule it.

Bullgrit
 
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A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What should you do? In general, under what conditions should promises be broken? :hmm:

LG : Turn him in, promises are for pansies, not paladins
NG : Turn him in, but only after much thought, and right before the outcome of the trial
CG : Turn him in, then exile myself from the party ~~ f o r e v e r ~~
N : Let it pass, it has happened before and it will happen again
LE : congratulate him, "Well played my friend"
NE : Turn him in after the first man has been executed, collecting a bounty from both the original party and the greiving family of the innocent man.
CE : stab him in the back for being a bastard.
LN : Keep your promise, but work to clear the innnocent man
CN : let it go, but remind him that karma is a harsh mistress.

:p
 

I'm not sure we really have a good feel for what is and isn't a minority viewpoint. There are lots of assertions on here that based on prior threads feel to me like majority viewpoints.

Anyway, I think I'm in the minority in the following:

1) I don't believe in what has been called 'player empowerment', where the player can, from the start of the game, basically plan out their future career (in D&D from 1st to 20th level) knowing what equipment, wealth, classes and abilities that they will have at any point along the way. To a certain extent this includes not liking point buy, but I think I'm probably in the majority in thinking that point buy solves many problems, if regretably at some cost.
2) I prefer as a player not to level up very quickly, and certainly not before having meaningfully used the abilities I gained in the prior level.
3) I believe alignment is one of the most interesting aspects of D&D, and for something that came about by accident and without much forethought, turns out to be a surprisingly deep way to look at social and ethical conflict.
4) I believe I'm one of the few people who looked at 3.X and said, "The basic problem here is the game isn't complex enough." (Or more to the point, I believed that all the complexity that was being added over time was not being added in the right places or in the right way. That is, 3.5 was pointless complexity that ignored what was really missing in the game.)
5) I used the 1e 'weapon vs. AC' rules and found they really added alot to the game.
6) I believe that there are a vast number of mythic sources for the cleric class, but that the wizard class is a wholly modern invention without a lot of mythic examples. Or in other words, I think the wizard - not the cleric - is the invented 'D&Dism'.
7) I believe that Psionics, Half-Elves, Halflings, Orcs, Rangers, Barbarians, Druids, Monks, and Paladins are not sacred cows, but that Vancian spellcasting, 9 alignments, hit points, casual realism at low levels including tracking ammunition and ecumbrance, divine healing, and the general utility of a 10' pole, a torch, and a length of good rope are sacred cows. I believe you can have D&D that feels like D&D without any of the former, but that you are playing a distinctly different game if it lacks the latter.
8) I believe that fighting rats, snakes, spiders, wolves and the like at low levels just rocks, and is some of the most interesting combat in the game.
 

Well, my minorities:

I play exclusively over a virtual tabletop. Haven't played in a face to face game in years.

I play with my gaming friends, not my every day friends.

I'm more than willing to abandon a gaming system in favour of something that might be more fun.

I'm very willing to adapt my campaigns to the wishes of the players.

I don't world build.
 

A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What should you do?

Answer either way you like, because both Duid and Paladin are very strong starting classes. However, I'd be tempted to honorably keep my promise just Paladin is so versital and tends to be more durable at low levels.
 
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I believe that fighting rats...at low levels just rocks, and is some of the most interesting combat in the game.

"Rodents Of Unusual Size? I don't think they exist."

For me, I suppose the list is fairly straightforward:

- I prefer running games in unusual/out-of-the-way settings; The Land of Black Ice, Hades, and, since 1998, underwater.
- I tend to use the World of Greyhawk for my campaign setting of choice. There are enough locales, there, to last a lifetime.
- I like my games loosey-goosey, role-play heavy and combat-light.
- Hags. One can never have too many hags.
 

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