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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Sundragon2012" data-source="post: 2546153" data-attributes="member: 7624"><p>DMs wake up......this was a marketing decision of behalf of WoTC to market more to players than DMs because there are more players than dungeon masters. The idea was to promote "player power" and present literally countless options and thereby make more money.</p><p></p><p>The only power that players have is the intrinsic freedom of character creation (feats, skills, etc). All other power is granted by the DM and should be adudicated fairly based upon a balanced view of the player's wants, the setting in question and the needs of the campaign as a whole. </p><p></p><p>The real problem with 3e in this case is that DMs forgot their testicles (metaphorical for the lady DMs) somewhere between 2e and 3.5. More options are OPTIONAL.....the rules themselves can be altered and tweaked and themselves are optional insofar as that can be altered by the DM as it suits his or her campaign. DMs who actually believe that players have any more control than they allow have bought the party line and have fallen for propoganda.</p><p></p><p>Your players want something that doesn't fit your setting? <strong>Say NO!</strong></p><p>Your players want to use some unbalanced nightmare character concepts that works on Eberron or FR but not in your homebrew? <strong>Say NO!</strong></p><p>Your Players want to dictate rules to you? <strong>Say NO!</strong> Then tell them why they are wrong.</p><p>You get the drift.</p><p></p><p>Say no where you need to but to be fair to the players do your best to know the rules and to change the rules in a fair manner so you don't appear arbitrary and power-mad. In DMing for about 19yrs I have lost control of my game when I was about 16yrs old, because I wouldn't veto some of the real crap my players wanted to do. Ever since that out of control nightmare I have firmly held the reigns of fair, non-arbitrary power.</p><p></p><p>As a DM you are the one with your setting's best interests at heart, not the game designers who make books full of PrCs and Feats. They don't know what will fit in your game and its unfair to ask them to be psychic. YOU have the job of allowing or disallowing anything that violated the letter and spirit of your campaign and setting. Anyone who can't deal with a DM acting like a DM can go find a game elsewhere.</p><p></p><p></p><p>Chris</p></blockquote><p></p>
[QUOTE="Sundragon2012, post: 2546153, member: 7624"] DMs wake up......this was a marketing decision of behalf of WoTC to market more to players than DMs because there are more players than dungeon masters. The idea was to promote "player power" and present literally countless options and thereby make more money. The only power that players have is the intrinsic freedom of character creation (feats, skills, etc). All other power is granted by the DM and should be adudicated fairly based upon a balanced view of the player's wants, the setting in question and the needs of the campaign as a whole. The real problem with 3e in this case is that DMs forgot their testicles (metaphorical for the lady DMs) somewhere between 2e and 3.5. More options are OPTIONAL.....the rules themselves can be altered and tweaked and themselves are optional insofar as that can be altered by the DM as it suits his or her campaign. DMs who actually believe that players have any more control than they allow have bought the party line and have fallen for propoganda. Your players want something that doesn't fit your setting? [B]Say NO![/B] Your players want to use some unbalanced nightmare character concepts that works on Eberron or FR but not in your homebrew? [B]Say NO![/B] Your Players want to dictate rules to you? [B]Say NO![/B] Then tell them why they are wrong. You get the drift. Say no where you need to but to be fair to the players do your best to know the rules and to change the rules in a fair manner so you don't appear arbitrary and power-mad. In DMing for about 19yrs I have lost control of my game when I was about 16yrs old, because I wouldn't veto some of the real crap my players wanted to do. Ever since that out of control nightmare I have firmly held the reigns of fair, non-arbitrary power. As a DM you are the one with your setting's best interests at heart, not the game designers who make books full of PrCs and Feats. They don't know what will fit in your game and its unfair to ask them to be psychic. YOU have the job of allowing or disallowing anything that violated the letter and spirit of your campaign and setting. Anyone who can't deal with a DM acting like a DM can go find a game elsewhere. Chris [/QUOTE]
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