Imaro
Legend
molonel said:I have to make on-the-fly judgments in nearly every game I run, whether D&D 3.X or d20 Modern.
Is this because the "rule" isn't covered or because you don't remeber or know the rule. I'm not saying making up your own rules for D&D 3.x is wrong, I'm just of the philosophy that if this is the route I'm going to take then why play D&D 3.x(one of it's strengths is suppose to be codefied exspansive rules that balance the game for everyone), I'd rather play a game that sets the fact that I'm going to ad-hoc out there for me and the players to be aware of. YMMV of course.
molonel said:First of all, diplomacy checks are not a mind-controlling spell.
Secondly, I don't like the diplomacy rules either. So I took them out, like any good DM should do with a part of any rules set that he or she doesn't like, and replaced them with Rich Burlew's alternate rules:
http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html
And this is my biggest problem with some of the defenses of 3.x or really any rpg. Instead of discussing what the rules in the game state(whether rule 0 exists or doesn't) it boils to X or Y or Z can't be an awkward/illogical/etc. rule because you can change it.
I never said Diplomacy was a mind control spell, but there are rules on adjusting an NPC's attitude with a single die roll with set DC's in the PHB(really don't understand this one

molonel said:Thirdly, I know people who play freeform roleplaying. No rules at all, except for what the GM creates moment-by-moment. They laugh at me for playing ANY edition of D&D, because a TRULY imaginative game master - in their opinion - doesn't need rules to tell a story.
Good for them, but I'm not one of them. You don't need rules to tell a story but you need them for a game. Now how many rules you actually need is a taste/up for debate thing. Personally I like minimal rules that apply logically to a wide variety of in-game situations. A basis upon which I can build a level of familiarity and comfortability with. I don't need the DC examples of every skill laid out for my players(because I may not agree with those examples) just one example of difficulty levels labeled: Easy,Average, Challenging, Difficult, etc. to give them a grasp on their skill level.Then I decide what those "levels of difficulty" mean and when they apply.
molonel said:Some things truly are a matter of perspective. 3rd Edition isn't the game for everyone. If it were, then no other games would exist, and the gaming world would be much poorer as a result. 1st Edition, or Castles & Crusades, scratches the imaginative itch of some folks better than 3rd Edition.
I'm not bashing 3rd edition, actually was a fan of it for a while(still won't get rid of my core or complete books...Eberron on the other hand...), but in a public discussion I feel justified in stating my oppinions and thoughts even if they don't mesh with everyone else's.