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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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<blockquote data-quote="Spell" data-source="post: 4015362" data-attributes="member: 19718"><p>if i remeber well, wizards used to have a forum for house rules, too... </p><p></p><p></p><p>a wisdom that you gathered from what sources? don't tell me it's from the posts on enworld, because you just said that these forums attracts tinkerers.</p><p></p><p>i prefer to go with my own experience:</p><p></p><p>2e: tons of houserules from different supplements (including 1e ones) and of our own making, BUT still very much AD&D 2e.</p><p></p><p>3e: so many house rules proposed or wanted that i might have just as well stopped playing and/ or finding another system. which i did, funnily enough.</p><p></p><p>what other people experienced is none of my business. it would make a difference only if houseruling 3e was an oddity, rather than more or less a rather accepted reality.</p><p></p><p></p><p></p><p>it never claimed to be, but at least it was easier to house rule, in my experience.</p><p></p><p></p><p>player's option: spells and magic. totally integrated systems for alternative magic forms.</p><p></p><p></p><p>i don't think they were as badly needed as now. and anyway, there were settings with higher (forgotten realms) and lower (ravenloft, lankhmar, masque of the red death) magic level standards. which doesn't solve the fact that there could have been rules for alternative magic systems and adjusting magic levels in the DMG, but i never claimed that 2e was better than GURPS or 3e (well, the last one not on this thread, at least! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />)</p><p></p><p></p><p>on the other hand, the pretty much same system worked to play adventures in greyhawk, dragonlance, dark sun, and ravenloft. not too bad for an edition of the game that was all about restrictions and forbidding players to do what they wanted, which is one of the biggest drums beated by 3e lovers ever since the game was being built.</p><p></p><p>personally, i don't think that a game should be all about options, unless it's the toolbox we both agree GURPS or HERO can be. having an "everything goes" approach, in my experience, causes the triumph of min/maxing, flatness of characters (everybody wants to multiclass freely and the distinctive roles of the previous editions or other games disappear), and, again in my experience, a serious suspense of disbelief ("so, it took my character 10 years to become a 1st level wizard, and joe can get a level in it after killing some goblins and spending a month in the arcanist's tower?!?").</p><p></p><p>again, just my experience. yours might be different</p></blockquote><p></p>
[QUOTE="Spell, post: 4015362, member: 19718"] if i remeber well, wizards used to have a forum for house rules, too... a wisdom that you gathered from what sources? don't tell me it's from the posts on enworld, because you just said that these forums attracts tinkerers. i prefer to go with my own experience: 2e: tons of houserules from different supplements (including 1e ones) and of our own making, BUT still very much AD&D 2e. 3e: so many house rules proposed or wanted that i might have just as well stopped playing and/ or finding another system. which i did, funnily enough. what other people experienced is none of my business. it would make a difference only if houseruling 3e was an oddity, rather than more or less a rather accepted reality. it never claimed to be, but at least it was easier to house rule, in my experience. player's option: spells and magic. totally integrated systems for alternative magic forms. i don't think they were as badly needed as now. and anyway, there were settings with higher (forgotten realms) and lower (ravenloft, lankhmar, masque of the red death) magic level standards. which doesn't solve the fact that there could have been rules for alternative magic systems and adjusting magic levels in the DMG, but i never claimed that 2e was better than GURPS or 3e (well, the last one not on this thread, at least! :p) on the other hand, the pretty much same system worked to play adventures in greyhawk, dragonlance, dark sun, and ravenloft. not too bad for an edition of the game that was all about restrictions and forbidding players to do what they wanted, which is one of the biggest drums beated by 3e lovers ever since the game was being built. personally, i don't think that a game should be all about options, unless it's the toolbox we both agree GURPS or HERO can be. having an "everything goes" approach, in my experience, causes the triumph of min/maxing, flatness of characters (everybody wants to multiclass freely and the distinctive roles of the previous editions or other games disappear), and, again in my experience, a serious suspense of disbelief ("so, it took my character 10 years to become a 1st level wizard, and joe can get a level in it after killing some goblins and spending a month in the arcanist's tower?!?"). again, just my experience. yours might be different [/QUOTE]
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