Hussar said:Just to go back a second about the idea of the DM dropping PC specific items. The answer I got was that a story could feature the PC finding that legendary lumpy metal thing, therefore specializing in a somewhat strange weapon is ok. I argued that this is very metagame and ruins verisimilitude. There's a reason I argued that. It's very unlikely that a single magic weapon will suffice for the character throughout the entire campaign. So, the DM is forced to drop legendary weapons three or four times throughout the campaign. How is this not metagaming above and beyond the call?
S'mon said:The standard 3e approach per the RAW is that the PC pays to power up the weapon, so they stick with the same weapon throughout the game. An alternative approach would be for the weapon to spontaneously develop new powers as the PC levels up. Either works fine.
Testament said:BU, RC, I've gotta ask this, I think I just hit on something:
What's your campaign structure? Do you have a continuing storyline, or do you do what I do, which is say to the players "here's the world, do what thou wilt"?
Hussar said:KM makes some excellent points.
Raven Crowking said:When can the DM say "No"? When he feels it's appropriate? After taking a democratic vote? When the players tell him it's okay? Or does it not really matter because the potential failures are so insignificant that it makes no difference what the PCs are, or what anyone chooses to do anyway?
The whole ride is more important than instant gratification, but I'm not talking about instant gratification -- I'm talking about the DM serving the player's needs. And that does mean some gratification. Maybe not instant, maybe in the proper context, but gratification nonetheless. And a codified ruleset is an aid to that gratification, because it tells you in which instance and in which context that it can be used. To use the ride analogy, a good ruleset tells a DM where to turn right and where to turn left and where to go faster and where to go slower to make sure that all the people who want to go left, right, slower, and faster all get what they need. It also tells the players that while they might not be able to expect going left right when they want to, that they can expect it to go left at some point, and they can expect it to be everything they want out of a left turn.
Here we have an example where the DM rules that setting excludes certain choices.
Hussar said:KM makes some excellent points. One of the consequences of having players who know the rules, and having a ruleset that actually functions as a whole, means that there is a much better chance that the players can offer valid, constructive suggestions about the campaign.
Hussar said:Just to go back a second about the idea of the DM dropping PC specific items. The answer I got was that a story could feature the PC finding that legendary lumpy metal thing, therefore specializing in a somewhat strange weapon is ok. I argued that this is very metagame and ruins verisimilitude. There's a reason I argued that. It's very unlikely that a single magic weapon will suffice for the character throughout the entire campaign. So, the DM is forced to drop legendary weapons three or four times throughout the campaign. How is this not metagaming above and beyond the call?
Hussar said:Also, as a player, if I know that I cannot buy a new weapon, why would I specialize in a weapon where I'm entirely held hostage by the DM for when I can get a new one? The DM is likely going to drop magical weapons of more common types long before he drops one for me, so, if the DM is going to meta game to that level, why is it bad for me? Never mind that I have to sit around and twiddle my thumbs until the DM condescends to gift me with a new version of my lumpy metal thing. Meanwhile the other fighter in the party has gone through three magic swords because the critters use magic swords much more often than bec du corbin.
Hussar said:As a DM, I don't feel right holding the players hostage when they want something. If they want it, it's up to them to get it.
Hussar said:Granted, I do nowhere near the work that DM's like RC are talking about. I'm usually only a couple of weeks ahead of the disaster curve in my campaigns. I can't be asked to come up with more material than that, simply because I lack the time and energy. Plus, I find if I get farther ahead than that, I tend to start railroading because I don't want the work I did to go t waste. So, now I just don't bother. Sure, I might have some ideas percolating in the back of my head, but, as far as writing a hundred pages goes, that's not going to happen.
Hussar said:The really funny thing is, I started 3e with a bunch of house rules. As I've played 3e and now 3.5, my houserules keep getting pared down further and further. I find the RAW works so much easier than trying to reinvent the wheel.
Hussar said:Essentially, you're arguing that the RAW supports DM's. Which is what I've been saying all the way along. There is no need for the DM to go beyond the RAW 99% of the time to say no. The RAW sides with the DM almost always. The times that the RAW doesn't support the DM is when the DM decides to ignore the RAW and make his own rules. Well, if you decide to make your own rules, don't complain when the RULES AS WRITTEN don't support you.
Testament said:BU, RC, I've gotta ask this, I think I just hit on something:
What's your campaign structure? Do you have a continuing storyline, or do you do what I do, which is say to the players "here's the world, do what thou wilt"?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.