Thomas Shey
Legend
I only used them very early on.
Yeah, but are you willing to suggest most people follow this? I know which way I'd bet.
I only used them very early on.
Ask a typical player "Would you want to play a hard nitty gritty grim realism game with random character death Or a super silly easy dream game where your character is an immortal super self insert of you?" And, well, a LOT of players will go for that second option. The same way a LOT of parents think that "all games are Automatic Tie Scores" are a great idea as then their kid will "never loose".
And, for most, the illusion can work for a bit. The player can be in hundreds of games. Happily having their character hop around from encounter to encounter, under the safe comfort that not only will their character never die, but also that they will automatically "win" the game(that is "complete the quest/mission"). The player does not even really have to try much, and sure does not need to pay attention: they have already one. And for some, they could not be happier: they will happily tell you how they did every Adventure Path and killed every foe in the Monster Manual.
For most the illusion wears off after a bit. A game with no sense or chance of loss or defeat is not fun. With the automatic outcome of a "win for all" or a "tie" or "quest success", it can feel pointless to play. They thought it would be "so much fun" to play a "super human immortal character", but the fun wore off quick.
Well, I'll scotch that bet just a little by saying that in 39 years of DMing 1e (or close) I have yet to use the DMG treasure tables.Yeah, but are you willing to suggest most people follow this? I know which way I'd bet.
Yeah, but are you willing to suggest most people follow this? I know which way I'd bet.
Drawbacks is what is MISSING from 5E. Even within 5e we when from Racial bonuses which were drawbacks to floating stats bumps. Drawbacks help make a character interesting. Hit the magic item count on a paladin watch Oofta sweat over the decision. Or watch Oofta try to tale jasper out the drawback......
Second was the drawbacks. In order to get powerful abilities, there would be concomitant drawbacks. You want to play a Paladin? Great- but you have to apply all the "strictures"- magic items restrictions, wealth restrictions, hireling restrictions, alignment restrictions, and most importantly, association restrictions. You want to play a demi-human with abilities baked in? Great, hope you're not expecting to advance all the levels (or get raised if you're an elf). And so on.
....
Matt is one of those DMs who has an amazing memory for details. Whether it is the rules, NPC names (and voices), and even what is on the players character sheets. Yeah, he does it for a living, so probably spends more time in prep and review than most DMs, but it is still damn impressive.Matt Mercer has a lot of old school DM in how he runs his games. PC death is fairly frequent (the recent campaign came very close to a TPK not that long ago) and when players are raised it is a big deal in the plot - raising Laudna from the dead become its own story, he ruthlessly killed an unconscious Mollymauk, and there was no saving Vax'ildan back in the day. He's also hardcore about things like resource management - you will track those arrows and he doesn't care if you are level 20, you are still gonna track every copper spent on an ale.
That's still what I do. For the most part, better to hit and more damage just means better made.Back when we played AD&D, our house canon was that +1 and +2 items, which were ubiquitous, weren't actually magic at all, just really well crafted, giving them benefits that generic weapons lacked.
Well, I'll scotch that bet just a little by saying that in 39 years of DMing 1e (or close) I have yet to use the DMG treasure tables.
One thing I notice is that even though "old school" D&D supposedly puts the DM in a much more authoritative position, I remember much more time spent arguing rules in the 80s. After a long break, coming back to the game with 5e, it feels like the DM has much more authority. For all the talk about collaboration and complaints I keep reading about overly entitled players, 5e seems to be played much less as game with rules than AD&D. Yes, it is partly because OD&D required you to fill in large gaps and AD&D rules were difficult to parse. But there was more of sense of game masters being referees and judges. "Rules lawyers" became a pejorative early on, but almost everyone I played with in 80s were rules lawyers to some extent. Challenging the DM on ruling now seems to be the height of poor gaming etiquette, which is a bit weird for a game when you think about it.
You wouldn't know that looking at D&D discussion threads, but in every game I've played at, whether convention games, AL games at my FLGS, or on-line games, since 2014, I can't recall a single instance of any debate over rules. It feels like a big cultural shift to me having jumped from the 80s to 2010s. I note this without any judgment either way. I enjoy both styles, though I tend to a bit more on the gamest side when I run D&D games, especially combat and am not only tolerant of some debate over the rules, I tend to rely a lot on my players to remind me of less-used rules and help adjudicate results.
Wondering whether others have the same experiences.