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*Dungeons & Dragons
Am I too strict?
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<blockquote data-quote="Helldritch" data-source="post: 8028118" data-attributes="member: 6855114"><p>Not a bad idea for the costs you give for leveling. A wee bit lower than what the players are spending in my games in the mid level and a lot lower at higher level. (But remember that they have castles, fiefs, thieves guilds, temples, monasteries, bardic school, barbarian tribe, druidic region and a lot of other stuff related to their classes) that brings in cash. The idea is where I will probably go to modify the rule.</p><p></p><p>As for the last part,</p><p>My mind was not made up, but during the posts, I talked to my other players. They voted and they decided to keep the rule. </p><p>I really wanted an opinion on the rule and not a judgment on my games or DMing style (a few posts commented things such as I would not get into your game, this is a horrible rule etc...). My games are fairly popular and they are often spectators in our bi-monthly friday night D&D (and it is never the same group twice in a row.).</p><p></p><p>I was really destabilized by the player that called me up on the rule for being too strict (as I said, he's a really good debater). I am not used to be so criticized as a DM. I wanted to see what were the opinions of most people on this forum. People that would care to give advice on the rule such as minor modifications, its complete removal (and why it should be removed) or getting it stricter/stronger. I should have mentioned that this rule costs cash to the wizard yes, but it can also bring in a lot of cash too if the wizard roleplays well. It is not a one sided rule. I see the majority does not like it but enough people gave me cause to ponder the rule and to prepare modifications to it not because they said it is a bad rule, but because they were precise enough with their critics. The rule will see modification in the next campaigns simply because some were posters were objective in their comments. The modifications will not be major ones, but they might mainly concern spell costs at various level.</p><p></p><p>I still do not know how I will convince my players to make more warlocks and sorcerers. These are made only if a wizard is already in the group (usually). My goal is to shake my players into new directions in arcane classes as these are the only two classes that are rarely used. The artificer is much more popular as he gets a good versatility for a "2/3rd" caster? Some of the suggestions in here were very good and in line with my usual way of DMing. In a few months, these will be brought to fruition. </p><p></p><p>Again, thanks to those that gave insight without judging.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8028118, member: 6855114"] Not a bad idea for the costs you give for leveling. A wee bit lower than what the players are spending in my games in the mid level and a lot lower at higher level. (But remember that they have castles, fiefs, thieves guilds, temples, monasteries, bardic school, barbarian tribe, druidic region and a lot of other stuff related to their classes) that brings in cash. The idea is where I will probably go to modify the rule. As for the last part, My mind was not made up, but during the posts, I talked to my other players. They voted and they decided to keep the rule. I really wanted an opinion on the rule and not a judgment on my games or DMing style (a few posts commented things such as I would not get into your game, this is a horrible rule etc...). My games are fairly popular and they are often spectators in our bi-monthly friday night D&D (and it is never the same group twice in a row.). I was really destabilized by the player that called me up on the rule for being too strict (as I said, he's a really good debater). I am not used to be so criticized as a DM. I wanted to see what were the opinions of most people on this forum. People that would care to give advice on the rule such as minor modifications, its complete removal (and why it should be removed) or getting it stricter/stronger. I should have mentioned that this rule costs cash to the wizard yes, but it can also bring in a lot of cash too if the wizard roleplays well. It is not a one sided rule. I see the majority does not like it but enough people gave me cause to ponder the rule and to prepare modifications to it not because they said it is a bad rule, but because they were precise enough with their critics. The rule will see modification in the next campaigns simply because some were posters were objective in their comments. The modifications will not be major ones, but they might mainly concern spell costs at various level. I still do not know how I will convince my players to make more warlocks and sorcerers. These are made only if a wizard is already in the group (usually). My goal is to shake my players into new directions in arcane classes as these are the only two classes that are rarely used. The artificer is much more popular as he gets a good versatility for a "2/3rd" caster? Some of the suggestions in here were very good and in line with my usual way of DMing. In a few months, these will be brought to fruition. Again, thanks to those that gave insight without judging. [/QUOTE]
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