Quasqueton
First Post
But with Thac0 gone, we need something to keep the riff-raff out. ;-)You should not need a college degree to play D&D.
Quasqueton
But with Thac0 gone, we need something to keep the riff-raff out. ;-)You should not need a college degree to play D&D.
Your opinion is wrong ...Rasyr said:Oh, please..... In my opinion, the CR was an afterthought, tacked on to the rules (it shows (to me, at least) because of how clunkily it works compared to the rest of the system) could be why it is not well understood.
... and your dismissive attitude is extremely ignorant.Have I personally tried to understand it? Nope, not even once. I looked at it, and then promptly ignored it from then on.
Quasqueton said:DM's shouldn't have to say, "no". Telling a DM to say, "no", implies the default answer is, "yes", and the DM must stop Players from bringing things into his game.
Thorin Stoutfoot said:Mearl's experience parallels my own. My group has only 1 player out of 5 that doesn't have a college degree. Not unsurprisingly, that one player is the one who has the most trouble with the rules and has to have his character sheet checked by me. Of the other players, 1 has a PhD in astronomy, and the other 2 are software engineers in Silicon Valley. It doesn't surprise me that most of my players have a better grasp (and understanding) of D&D rules than most RPG designers.
Rasyr said:The only player to have problems is the one without a college degree? And you don't see something wrong with that picture? As BU says, one should not be required to have a college degree to be able to understand and/or play a game.
Quasqueton said:But with Thac0 gone, we need something to keep the riff-raff out. ;-)
Quasqueton
DragonLancer said:In my games I try and severly limit feats, PrC's and especially spells. My reasoning being that with the more options added to the game my job as DM becomes harder as I have to keep a track of everything that the players have at their disposal so that I can keep the game interesting and not one sided. This adds to the time needed to write/read and prepare scenarios.
I'm open to a player asking about the use of a certain option and will consider it but ultimately the continued addition of more and more options that players feel are available to them is detrimental. Sadly this is a trend that started with the release of 3rd ed and has just grown.
MMORPGs generally stick quite close to the D&D mode of RPGs: fight monsters, grab treasure, power up, go on quests. An entire generation of games has learned that that is what you do in an RPG, whether it be Final Fantasy, WoW, KOTOR, or whatever.
I think the number of gamers who leave D&D for other games is falling, both because D&D does a good job of meeting its goals and because the play style of D&D is so player-friendly. As a game player, why swap D&D for something that gives the DM more power over you?
"why swap D&D for something that gives the DM more power over you" ?!?!Henry said:andI think the number of gamers who leave D&D for other games is falling, both because D&D does a good job of meeting its goals and because the play style of D&D is so player-friendly. As a game player, why swap D&D for something that gives the DM more power over you?
You are very right here, and it was not something that I had noticed previously. Thanks for pointing it out.Henry said:The problem with this model is that it's forgetting the one thing that separates D&D from traditional games: The DM. This model, taken to its extreme, destroys the position of Game Master. If MMORPG's are an example, it also hinders the idea of roleplaying itself, because it gets lost in power-play. If it degenerates into players running around requesting "buffs," looking for quests to "level", and how to start the best "monster trains" then it's transformed into something I haven't taken part in since I was 14 years old. It's fine if this is one form of play facilitated, but when this is the ONLY form facilitated, it's something I no longer want to take part in.