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A powergamer in a non-powergame.

Greetings...

takyris said:
Getting enough money to purchase nonmagical medium or heavy armor
Well, if there is a serious lack of treasure, then that is something that is probably affects the mobs as well. After all, if it’s not a problem for your opponents. Then you have to ask yourself...and ultimately the DM: Where are they getting the money? -- Why can’t we just kill them and take their stuff?

Reminding my allies (OOC) to pick up the equipment I'd dropped in the fight before getting knocked out. The allies dragged me off, and when I brought it up later, the DM gave them spot checks to have seen it, then ruled that they hadn't.
Well, that is rather meta-gamey actually; especially OOC.

If your fellow players don’t bother to stipulate their actions, especially when covering for fellow players...the DM is perfectly within his right to punish the party for their forgetfulness. Hopefully, they won’t do it again. But the way you described it, at least he let the other characters roll retroactive spot checks. That’s something I might not consider in the same situation.

But I’m of two minds about this. If I have a good group of players that I can expect them to handle the housekeeping I will. I will usually give ONE hint that they should set up marching orders (indoors and outdoors), watch-order, and daily routines that their characters perform. Then I leave it up to them. -- Once I have this information, I go on the assumption that they are always going to do these things, unless stated otherwise.

If I don’t have a group that is mindful of such things, I teach them the folly of their ways. Have animals steal their food in the middle of the night. Have monsters attack them if they haven’t gotten the first hint. But if such housekeeping tasks detract from the game, and the players just aren’t interested in dealing with such things, and aren’t having much fun dealing with the consequences of their actions, then the GM should do something about it.

But as far as I see it, how hard is it for a player to say, "I would just like it known that my character would be mindful of such things, and after every battle will start searching and looting the bodies. -- Every morning, my character will pray to his goddess and once every week will offer up a sacrifice of some food and some flowers, preferably lilies."

Taking armor or weapons off of fallen bad guys about half the time -- armor is "too heavily damaged because of what you did to him" and weapons are "obviously of (orc) make, so you'd be executed as an (orc) sympathizer if you were seen using them". This is more likely to occur when the weapon does extra flaming damage or when the armor is heavier than anything we've got.
Well, to me this sounds like an obvious cop-out. If my GM was being cheap like this, especially in the light of the fact that they aren’t dolling out enough treasure, then I start being cheap too, and get the other players to go along with you on it. Because if they also agree you guys aren’t getting enough treasure for your efforts, then let the GM stew over the fact that your going out of your way to collect weapons and armour, even if they are useless for scrap. That your going to pull out wall fixtures just for the extra coppers.

Player -- Me: "I take the enemies’ equipment and armour."
GM: "Well, it’s too badly damaged."
Player: "Really? Well, I’m still collecting all the pieces of scrap then. How much damage does the armour have on it? Because it can always be repaired."
GM "The armour is completely destroyed in the battle."
Player: "Really? Because if that’s the case either we should have take him down easier; because he would have had a lower AC (because his armour was obviously damaged before-hand, which you failed to mention.) Or your applying the hardness/HP rules for items to armour; which is fine. But, if that’s the case, next time we’re in a fight, let us know when we’ve sufficiently damaged the enemies’ armour, so that it adjusts the AC. I know that we collectively didn’t do more than 40 points damage to that full platemail he was wearing. We couldn’t have completely destroyed it all by now."

There are better ways for DMs to up the costs of adventuring, instead of than taking away resources from players. Also, with these ‘orcish’ weapons, I’d still take them. You don’t have to show them to anyone. Just wrap them up in a blanket and only show them to the merchant your going to sell them to, even if it is the black-market. How can someone claim I’m an orc sympathizer if I have their weapons? Either an orc gave them to me... in which case I might be a sympathizer, or I took them from an orc; which means I’m an orc-killer. If anyone asks, I’ll just tell them that I’m a killer of orcs. Better yet, I’m going to start putting a string of orc fangs on a cord and put them around the hilt of my new orc weapons. That should tell anyone smart enough to recognize that they are orcish weapons that these are orcish teeth!

- 6 level 3 PCs, equipped with no magical equipment and no armor heavier than chainmail (once PC had this -- everyone else has studded leather) against 10 bad guys, all of whom shoot flaming arrows. 9 of the bad guys were, I believe, level 1 or level 2. The 10th was, and I'm guessing here, level 7-ish -- +13 to hit while wielding a +3 flaming scimitar, and with around 90 hit points.
Well, the first thing I would be concerned about is the fact that if these guys have flaming arrows. Where are the rest of their unfired arrows?

Second thing I would be concerned about is the fact that if you don’t have sufficient equipment to match what a typical NPC has at your level. When your going into combat, your effective CR or EL is lower than what it should be. You don’t have magick supplementing your abilities.

At 3rd level, I wouldn’t be too concerned about not having magical things either. In my game, I have my starting characters at 3rd level. None of them have magical weapons, items or armour... and I don’t allow any of them to own any metal (especially iron) mundane armour. But of course, this also applies to all the NPCs as well. If you meet someone wearing an iron breastplate, then they have the right and honour to wear such things. Probably being a nobleman.

Does this stop my players from wearing heavy armour, or iron? No. There is nothing ‘in the rules’ that says that they can’t pick up an iron sword, or don heavy armour and walk around town. They are told that by law only nobles are allowed to wear heavy armour, and carry iron swords. But, if your not a noble, well... you better be able to bluff your way through any situation. Because as soon as some nobleman hears that there is some other noble wandering around his streets unannounced. You better be ready for a bunch of iron-knights going around town looking for YOU.

Having a bad guy use overrun as a move action rather than a standard action, so that he overruns one PC, runs to the second, and then attacks.
What’s good for the goose, is good for the gander. Make sure you start using Overrun yourself. Make sure you overrun something, and then get your standard attack! Now, if your GM is allowing an Overrun, a Move (Run) and then an Attack... how the hell does that work?

Using special homebrewed combat maneuvers to declare that an opponent isn't actually flanked, so my rogue cannot sneak attack. Note: there is currently no combat maneuver that lets my rogue sneak attack when he otherwise wouldn't be able to do so. There's a maneuver that lets somebody flank when he's not actually flanking, but it explicitly says that it doesn't work with Sneak Attack.
That’s fine. Tell him to explain it in detail. Because as a player, you should know what all the rules are. Better yet, have him write these ‘special’ rules out so you can have a hardcopy.

The best thing to do is to speak with the other players, and if they feel the same way, speak with the DM. I had HUGE problem with one of my friends, because I always knew the rules better than he did. But I calmed down after I talked to him at length and told him, "Look, more often than not, your houseruling pretty much everything. I don’t know if it’s the fact that you think the rules stink, or you just don’t know the rules. But a big part of the game is getting the best out of a situation by knowing the rules, and I cannot do that because: A) When you houserule it is in favour of the NPCs/Mobs when an in-book rule would have given us the advantage. B) Your unwilling to write down these rules of yours out for us. -- How do I know your being fair and honest about this game? Every time you pull one of these fly-by-night arbitrations I don’t get the sense that your being consistent."

But after talking to him at length about it, he was able to reassure me that he is trying to be impartial and consistent, even when he doesn’t know a specific rule.

He says that the rules shouldn't get in the way of a good story...
Yeah, but a good story shouldn’t be used as an excuse to nerf the rules. Problem I see is that because of the whole way that D&D e3.5 is designed, it’s hard to ignore/change rules. Take AoO’s for example. If you remove them, it changes a lot of things. Magic-users don’t have to worry about casting spells in front of you. Do you bother to keep flat-footed situations in?

If a GM is going to change so much of the game that ou don’t know what’s up or what’s down anymore, then why bother? Why doesn’t the GM just write up his own game system, and move on from there? Or like Tenwox mentioned, use True20, or even some other game system. To be all cinematic and stuff, I’d use 7th Sea, or even that d20 bastardization Swashbuckling Tales (though I haven’t read though SbT yet. Maybe I’ll go home and do that now. See how they handle cinematic actions.)

Snacks for miniatures... you know... I've been doing this for my games, as well as the games I've been running for gaming cons. Gummi Bears... Worms... Spiders. Only problem was that I had a run of players wanting to play at my table... even some of the other DMs...
 
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takyris said:
On my next turn, trying to be cinematic, I say, "Can Mom have a rickety old table that I can pick up and use as a shield as I run out the door? I'd like to drop it outside the doorway to give people something to take cover behind."

He rolls some dice and then informed me that my poor mother's table is too large to fit through the doorway. He then looks at me sadly and says, "But that was a really great idea. That would have worked really well," by way of consolation.

Too large to fit through the doorway? Then how'd she get it in her house in the first place? ;)

I totally sympathize with this situation. My very first 3E campaign was run by a DM who assumed that everything ran the same way in 3E that it did in 1E. Seriously. He bought the books, had everyone convert their characters at the next session (that's right, they were still playing 1E in 2001) and they started playing. But I had just moved to a new town and needed to game something fierce- I had been seperated from my old gaming group and that 3rd edition was taunting me. Whatever, it'll be fun... right?

Character generation was 3d6 in order. This was the first of many times that I heard, "Don't worry about what the Player's Handbook says, I've been playing the game for twenty years." Ummm... Okay, so I got the classic elf thief (rogues are still called thieves to this DM, every PC rogue had to belong to the thieves guild and all that). My stats were (in order, after modifiers) Str 6, Dex 16, Con 5, Int 11, Wis 10, Cha 12. As you might imagine, the rule to reroll your ability scores with the net +0 modifier or worse went right out the door.

The Con of 5 also promtped a discussion about how I could only be an illusionist, but he couldn't find the qualifications for the illusionist class in the PHB, so he'd let it slide this time and let me play a thief.

That character miraculously survived all the way to 4th level, mostly by cowering in the rear of the party with the 'magic-users.' We were traipsing through the sewers beneath a city when suddenly a critter leaps out of the shadows and snatches our cleric and carries him down a passage. He then slams a thick iron door shut. All this happens in one round, without any sort of Spot/Listen checks to warn us of the danger. Um, okay... We're gonna go get our cleric back, right? This whole exchange promted a discussion of action types and all that, in which we learned that the DM considered it perfectly acceptable for monsters to do whatever they could "realistically do within one minute." This guy was still rolling 'surprise checks' on a d6 for crying out loud.

The DM informs us that our weapons won't do anything against an iron door. Our dwarf fighter asks what the walls are made of: masonry. He whips out his mining pick and starts swinging.

The DM got extremely mad because the dwarf happened to be carrying a pick. The game broke down for a solid 20 minutes at that point, in which the DM waxed poetic about how we were 'deliberately' trying to derail his beautiful plot. After his temper cooled, we got back to the game to find out that the walls were more than mere masonry, they were apparently reinforced with adamantine bars. The DM snidely tells us to start "thinking in character" to find a solution to the problem. I took 20 on a Search check. Finding no switches or secret passages, we hoped that we'd find the cleric's body later and we moved on.

You may not be surprised to learn that I never returned to that particular game.
 


I've had stuff like this. Me, who writes up a 4 page background for his characters, has a sheet listing things such as favorite color, foods, drinks, first love, names of old friends, that kind of stuff, and has detailed accounts of his family (when no one else in the group does anything like this at all) has had the DM tell me to my face in the middle of the game that I'm a power gamer and he doesn't trust me. After I've helped make this guys world and he would discuss future campaign possibilities with me and we'd come up with plans for the game together.

I still don't understand what his problem was. I made elaborate characters that could do interesting things (like my bladesinger or my glaive wielding psychic warrior), but they were regularly outperformed by the bland characters the other players made, like greatsword using dwarven fighters and such.

It seriously pissed me off when he called me out one day for being a power gamer. I hadn't even done anything. My Bladesinger had made a huge jump off a cliff to land on the back of a flying demon, and made a balance check to stand on its shoulders and proceeded to full attack it. It was impressive, but the dwarven fighter with his waraxe was the one that actually killed the thing with several times the damage output I was capable of. I'd look cool and do 10 points of damage a hit, meanwhile the dwarf would be doing 30 and 40 some points a pop.

I actually think it was other stuff going on, he had just gotten married and his new wife didn't like me at all. This was over a year ago and I haven't spoken to him since about then. He'd been my best friend of 10 years, too. But it really pissed me off.
 

There's nothing inherently wrong with homebrew settings or house rules. People can play by the book and still run a bland game that's easily forgotten, or abuse the letter or spirit of the rules to railroad a plot. Bad structure and mediocre plot can't be blamed on rules. Likewise, good structure and engaging plots can't be credited to the rules.

That being said, I've been hosed by house rules more times than not. Alot of homebrews seem to be built around the idea of denying players information about the world. I can't count the number of DMs who have told me their motivation for designing a homebrew from scratch is so that the players can't go out and buy a book and know more about the setting than they do. This has never been my view- my own homebrew was started because I wanted an ancient-world style game but I didn't want to play a semi-mythical campaign in fantasy Greece. I didn't find a setting that appealed to this desire (although I love me some Greyhawk and Ravenloft). My own setting material is over 200 pages and I gladly distribute it to my players. I really get a kick out of seeing players pick a new feat from my book or working their character into the history of a particular town I've described.

But still, this whole thread got me fuming tonight about all the crummy DM's I've played under who wanted to try to push a game along with 'house rules' and his own homebrew setting. Got me thinking that it might be fun to play in/run a game that's entirely 'by the book.' Everything in the core rulebooks and most WotC publications would be totally legal. I wouldn't want a party of half-fiend/illithid warlock ninjas or anything, but the interesting options from different sources should be in there. Furthermore, all these things should work exactly as they do in their source. The setting is the generic, vanilla fantasy setting incumbent in the core rulebooks and we use the D&D pantheon.

How does that sound? Would anyone play like that?
 

Dykstrav said:
Got me thinking that it might be fun to play in/run a game that's entirely 'by the book.' Everything in the core rulebooks and most WotC publications would be totally legal. I wouldn't want a party of half-fiend/illithid warlock ninjas or anything, but the interesting options from different sources should be in there. Furthermore, all these things should work exactly as they do in their source. The setting is the generic, vanilla fantasy setting incumbent in the core rulebooks and we use the D&D pantheon.

How does that sound? Would anyone play like that?
I currently run a game like that, set in Eberron. I've got a spellscale artificer, a warforged fighter, an azurin monk/totemist and a human paladin running around the Eldeen Reaches dealing with an invasion of the shadar-kai (shadow fey) from Mabar. When I'm through, they will have faced dread necromancers, true necromancers, binders, duskblades, shadowcasters and warlocks, assorted undead and demons, and other evil nasties.

The only limitation I place is one non-core option (race, class or prestige class, feat, spell, magic item, etc.) per level.

EDIT: Oh, and no evil or unheroic PCs.
 


Into the Woods

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