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3e, DMs, and Inferred Player Power
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<blockquote data-quote="mmu1" data-source="post: 2546786" data-attributes="member: 319"><p>I'm currently playing in two D&D games I'm quite happy with, but getting there had been a long and painful road...</p><p></p><p>One of my worst experiences was playing in a game in which the GM would allow virtually anything from any supplement, because that was the path of least resistance... He then dealt with the absurd power level by giving enemies hundreds of hit points, huge spell resistance and extremely high saves, which turned all encounters into boring slugfests. (spells didn't work, sneak attack didn't work, trip/disarm didn't work, touch attacks missed, stun attempts failed...)</p><p></p><p>Another was a game I tried to GM in which every time I tried to say no to what I felt was unreasonable twinkage, I was made to feel as if I was telling a bunch of kids that there was no Santa - that they couldn't possibly be expected to have fun unless they could have <em>all</em> the toys.</p><p></p><p>For me, those examples sum up the biggest problems I have with the game: Inadequate understanding of the basic rules too often leads to the inability to play the game well, which makes it easy for a lot of people to believe they'll have more fun if only they get supplements to make their enemies thougher/their characters more interesting, which leads to rampant power creep and gameplay that's far more generic than with just the PHB and some imaginative characters.</p></blockquote><p></p>
[QUOTE="mmu1, post: 2546786, member: 319"] I'm currently playing in two D&D games I'm quite happy with, but getting there had been a long and painful road... One of my worst experiences was playing in a game in which the GM would allow virtually anything from any supplement, because that was the path of least resistance... He then dealt with the absurd power level by giving enemies hundreds of hit points, huge spell resistance and extremely high saves, which turned all encounters into boring slugfests. (spells didn't work, sneak attack didn't work, trip/disarm didn't work, touch attacks missed, stun attempts failed...) Another was a game I tried to GM in which every time I tried to say no to what I felt was unreasonable twinkage, I was made to feel as if I was telling a bunch of kids that there was no Santa - that they couldn't possibly be expected to have fun unless they could have [i]all[/i] the toys. For me, those examples sum up the biggest problems I have with the game: Inadequate understanding of the basic rules too often leads to the inability to play the game well, which makes it easy for a lot of people to believe they'll have more fun if only they get supplements to make their enemies thougher/their characters more interesting, which leads to rampant power creep and gameplay that's far more generic than with just the PHB and some imaginative characters. [/QUOTE]
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