DM-Rocco
Explorer
I agree with this.SuStel said:As originally conceived, the job of the Dungeon Master is twofold: he is the creator of the game world, and he arbitrates the effects of the player's choices.
The original D&D set provided a basic framework of rules on how things played out. For most actions the players wanted to take, it was the job of the DM to decide whether these actions were successful. This is why, before the term Dungeon Master was introduced in Supplement III, the position was called judge or referee.
With d20, the world-creator role remains intact, but the action-arbitrator role is significantly reduced. Most actions players want to take are covered by a rule. The DM's job during a game has largely gone from arbitrator to a rules interface. Yes, the DM can choose to change a rule, but this isn't what the job was originally about. (And by changing a rule, you are merely changing the ruleset for which you are an interface.)
This is what is meant when one says that DMs have lost the empowerment they had in earlier editions. Player-empowerment has risen because players' choices are as significant as ever, but the DM is no longer much of an arbitrator; he is simply obeying the rulebook in delivering his verdict. And if the DM changes the rules without a good and defensible reason, he's going to be considered unfair by the players. (An original D&D judge had few ways to be correctly considered unfair. Usually these ways included arbitrary lightning bolts from the gods killing your character, and had nothing to do with rules-changes.)
I think though, that the main reason that the players have more control is because there are rules to cover just about anything you want to do in the game. This includes sex, drinking and going to the bathroom if you have the right pdfs, and they are out there.
Sure it says in the 3.0 and 3.5 DMG that the DM is the master of all and he/she is in charge, but it is not the same as the first statement in the AD&D books that said the same thing. Why, because of all the rules. The more rules you have, the more freedom is lost by the DM.
The rules in OD&D and AD&D where fairly vague, so if you wanted to do something outside of the rules, the DM didn't have a huge set of rules to sift through to see if you could, he just determined you could or could not. In 3.0, chance are there is a rule to cover whatever you want to do and when you tell a player they can't do something or that the results are different from what they expect, they will show you many different rules and reasons why it could and would work the way they want. With so many rules and splat books and such, it is very hard to know all the rules. DMs these days constantly get bombarded with rules they had never seen before. Even if you just stick to the core books, there are enough rules to sink a ship.
If you ask me, it is the sheer total mass of the rules that try and cover every angle that make a DM almost meaningless.
I loved AD&D, but for me 2nd edition was lacking in a great many things. I thought 3.0 was nuts. I liked the feats and skills. I thought it was a nice element, and I got hooked like a drug to the idea of give me more feats and skills. In the end though, too many options spoiled 3.0 for me, specially when you start to figure out how to break the game. In AD&D a player couldn't break the game the way they can today.
3.5 is refreshing. It gives you the nice stuff and cleaned up rules that make more sense without overpowering the game. Well, it can still be overpowered, but not as easily broken.
I think that the sheer amount of rules subdues the DM and the increase in higher level character HD and damage amounts ruins play at higher levels. IMO, the game breaks down mathematically around 14th level. Gygax realized this when he created AD&D and stopped HD progression after a while and cap damage limits to spells. Anyway, after this level, the game heavily favors mages and other spell caster, but that is really a different topic all together.