See my above post for a couple examples as to why that was. But it wasn't JUST that. In 2e there weren't rules for a LOT of things. How grappling worked changed from DM to DM. There were rules for weapon type vs armor type but they were optional and most DMs didn't use it. Some DMs used the optional rules from Skills and Tactics, others didn't. Some DMs allowed kits, others didn't. Each and every rule was optional. Mostly because a lot of them made no sense or were completely broken. Some kits made you easily twice as powerful as a normal member of your class. It was all a hodge-podge of optional rules...some of which contradicted others so you had to choose which of the 3 rules for something you'd use.
And 3e has a lot of options too. Many of them are right in the core books
PHB: Both editions had a section on class variants
3e DMG (I don't own the 3.5 DMG so I cannot comment):
P.25-26 Modifying Classes
- Modifing Character Classes
- Spell Lists for Variant Spellcasters
P.27 Prestige Classes
"Allowing PCs acces to prestige classes is purely optional and always under the purview of the DM"
" Prestige classes are idiosyncratic to each campaign, and DMs may choose to not allow them or use them only for NPCs"
P40-42 Variant 1st Level Multiclass Characters
P41 Advancing Levels
- Access and Training
- Variant Learning Skills and Feats
- Variant Learning New Spells
- Researcing Original Spells
- Variant Gaining Class Abilities
- Variant General Downtime
- Variant Gaining Fixed Hit Points
p.66 Combat: Damage
- variant Clobbered
- variant Death from Massive Damage Based on Size
- variant Damage to Specific Areas
p.161-164 Building a different world
p.167
- Variant : Faster or Slower Experience
- Variant: Free Form Experience
- Variant: Story Awards
In some of the splats you had class variants (e.g., Urban Ranger)
In 3.5, you also had things like
a. Unearthed Arcana
b. Urban Wilderness skills replacement (Cityscape web enhancement)
c. Spellless Paladin and Ranger variants in Complete Warrior and Complete Champion
But leading up to 3e coming out there were articles being posted that said "Unlike 2e, we have rules for the things you wanted rules for and had to make up yourself" and "Unlike 2e, we playtested the rules for balance and tried not to balance a combat advantage with a role playing disadvantage".
And when we got the rules, they were well organized, there was ONE rule for each thing, they appeared balanced, and there didn't appear to be any reason to ban anything outright. Even in play, most things appeared to work fine. So, it was rare that a DM felt the need to change or ban anything. It became the exception instead of the rule. It's so much easier to not have to constantly make rulings about stuff.
How is this a bad thing? if it works for a group that is a good. However, while it may have stopped you and many others from houseruling, it did not stop myself and others. There were active and are active houserule sections here, on WOTC's boards, Monte's boards, and Sean Reynolds' boards along with plenty of websites. Andy Collins, Monte Cook, Sean Reynolds and other designers would post house rules/options on their own sites.
I think WOTC managed to develop trust amongst the DMs by putting out fairly balanced stuff that didn't horribly unbalance people's campaigns and rules that made more sense and caused less headaches than 2e. Once you have that trust, most DMs are willing to give you the benefit of the doubt with a new book that comes out. Why not let players take that cool new class they want? WOTC hasn't published anything TOO broken in the past, I doubt they will this time.
If they built trust that is cool. There is nothing wrong with that. Personally, I didn't like most of their supplements (Unearthed Arcana, Fiendish Codex I and a few other supplements withstanding). More often than not, I didn't like the flavor or the mechanics and would say no based on that (and would offer some UA variant, third party alternative, or houserule instead if it fit my vision of the campaign I was running). Heck, there are some issues with core that I didn't like and changed or banned.
As for , there are a lot of people that might disagree too- Codzilla if you
Players got used to asking for stuff and hearing yes.
But there's a side effect of having rules that are the default. You need to consciously say "No" to each rule you don't like. In 2e there were no rules for what to do when grappling someone. So whatever the DM said went..
There weren't rules for grappling someone in 2e? What about those funky and ,imo, lame charts (or did they first appear in Complet Fighter's Handbook)?
Regaring conciously saying, "No", you should be conciously saying, "No" to rules you don't like and want to change or ignore. If it is concious, you are aware why you are doing it, you explain your reason to your players, and, hopefully, work towards a suitable fix to ensure everyone is on the same page. However, having a default is good for those players that may want or need it.
There were no rules on how many magic items you should have by the time you were level 10. Nor how powerful they should be. If your DM never gave you more than +1 items by that level, then that's what you should have.
I agree this can be an issue. However, pointing out what is expected is good for newer DMs, those running (and not wanting to modify) published adventures, and those doing Living campaigns. It is also good to note for DM, who might want to deviate from the standard assumptions by making them aware of them.
However, I don't see it as a problem for an experienced DM provided that the player's don't feel a sense of entitlement. The DMG tells the players that they can change the assumptions.
Amongst our group of friends, the prevailing philosophy was one of "Well, if the designers of the game say you should have a +2 item by level X then there is probably a good reason for it. Likely you won't have enough pluses to hit to defeat monsters or you'll come across monsters that require a +2 weapon to hit by them. Better to leave it as is in case there was a good reason for it." The math behind the game was so arcane and convoluted that no one could figure out exactly WHY some rules were there...but they trusted WOTC that there was good reasons for them.
Among my group of friends and gamers that I know, houseruling is a given. If the DM does not like something or feels it doesn't fit the campaign, it gets changed. Players are very accepting- especially, those that DM themselves.
The one exception was a friend that had never DM'd before and took over DMing an existing campaign for a 3e group with whom he was first introduced to D&D. Still a newbie, he did not know that he could ban problem items or tell players "No" if they were abusing the system . He thought he had to say, "Yes" to whatever WOTC published until he talked to me about the problems in his game. However, he never fully read the DMG.
The first thing that I did was show him the same passages I quoted in this thread and then talked to him. Then, we discussed the problems he was having, the campaign that he wanted to run, and some options he had to tailor it (admittedly, I don't like or have much experience with 3e past 10-12th level so the advice that I could give him on the last point was limited). His eyes lit up when he saw he could make changes and take control to reign in the campaign and tailor the game for future campaigns.
We also take into account the characters we have (as suggested in the DMG) when building adventures. We take into account the magic items given when it comes to monsters. We take into account skill bonuses when designing encounters. This might be one reason we didn't have some of the problems people had with disparity in bonuses between characters.