The issue with the proposed system ...
What system? A blurb in a L&L is not a system. There is no system. There is a blurb.
The issue with the proposed system ...
Then I'm not quite sure why this is a mechanic that would be in the CORE rulebook? that above statement fairly screams "Modular Add-On for later."
A Core Rulebook should be something that should be universally applicable to all players/DM's, or at least as close to it as possible. (Not everyone will use everything from a book, that's a given.)
Vyvyan Basterd said:Even if zero inspiration is "valid", those players not receiving it may feel cheated
Cheated? Really? You don't think that's a bit of an overreaction?
Ultimately what we're talking about in this scenario you've presented is a hypothetical (potentially to the point of being imaginary) player who clings so tightly to this mechanic of being able to re-roll d20's in a climactic scene with her magical elf that depriving her of that rule ruins the game for her on some level.
That person, if they actually exist somewhere, has bigger problems then not liking a particular game of D&D. Problems like being unable to enjoy a world where something absurdly minor doesn't happen quite as she wants it to.
We've all got preferences. And some people will have a preference for this rule -- they'll like it. And some times, they'll play at tables where the DMs differ -- the DMs don't want to use it. And in these situations, typically, either the player will decide it's not that important, the DM and the player will talk about it and one will decide that their preference isn't that important. That's part of what D&D teaches you: how to manage groups of people and competing agendas. All good things -- all things you want to happen -- engagement, discussion, social interaction! Things D&D can offer that no computer can.
The hypothetical extreme person (or extreme DM!) who has some out-of-proportion hang-up about a rule for make-believe being included (or excluded!) might happen, but this kind of person isn't the kind of person it's very fun to play with in general, anyway, because they lack one of the things you need to have to play a game of D&D: an ability to interact well with other people, including the ability to accommodate and discuss strong preferences and desires.
Vyvyan Basterd said:These non-imaginary players names are Kerry Mullan and Fred Hicks. Does that help you?
Vyvyan Basterd said:People get mad when someone cuts them off in traffic. People get mad when the guy at Starbucks got their order wrong. It's no more absurd to think a player might get upset over rules in a game.
Vyvyan Basterd said:The player is encouraged to play a certain way to gain them. Seperately the DM/GM is supposed to recognize situations where he should hand those points out. I don't like games that require the GM to hand out points, because I'm not very good at recognizing when I should.
Vyvyan Basterd said:My players enjoy gaining those points and after we've played such games express their displeasure at how few they gained, as they thought they did a good job of doing whatever it is you shoud do to get the points. This isn't either side being unreasonable. That's one of many reasons I like MHRP, it puts the earning of PP in the players' hands.
We have a horde of these guys in our Shackled City game: Gnomeferatu. They're a huge pain in our collective donkey.Hogwash. It survived Thac0, Monks, Cavaliers, Dual-wielding Rangers, Character Points, Warforged, Upwards AC, Free-range multiclassing, gnome necromancers, Warlords, and Come and Get It, it will survive this.
Can we please, PLEASE, PLEASE just stop with the whole "If it's written in the book and I (as DM) decide not to use it, my players are going to get mad and complain!" excuse to justify NOT including things in the game?
It is the LAMEST reason we hear over and over and over for not putting rules in the books, and it's just stupid.
You are DM. You are running the game. You get to tell your players the rules you will and will not be using, and the houserules you will and will not be using.
If your players do not like your decision... they either will choose not to play in your game, they will go along with you anyway, or they will make inquiries to you why you are using/not using said rules and/or houserules. And if your ego is so fragile that you can't handle it when your players ask you why you are making these decisions... that is ON YOU. Stand up for your choices for pete's sake!
I've said it before and I'll say it again... don't expect WotC to put or not put rules in place just so that you don't need to take responsibility for your choices in the game you choose to run.
You want to not use a rule in the book? OWN THAT DECISION! And stop complaining that you have to make decision in the first place.
Mearls says
A final table provides your character with something that sparks the beginning of your adventuring career and gives your character a key problem or question that needs an immediate solution.
Isn't this basically the "kicker" from Sorcerry? I remember on a blog years ago, maybe even before he joined WotC, Mearls posted about rediscovering the kicker as an RPG technique. Looks like he held onto that rediscovery!
The article describes the mechanic pretty well.