Celebrim said:No, its not necessarily a bad thing. I completely understand why they did it, both from a technical writing standpoint, and an economics standpoint. The game isn't going to last if they don't bring new blood in, and the player/user you have to write to the most is the one that has the least experience. I'm just saying that there is a cost, and I wish that they would have found the space for a few more sidebars - not so much for the DM - but for players that might be reading the DMG, so that they'd maybe understand more along the lines that this part of the game they neither have nor should want any sort of control over. Not knowing the secrets of the game and the setting, not having the same game experience with each DM, not approaching the same challenges in the same ways, and using the resources that you are presented with are big parts of enjoying the game. So many players seem to think that the game is only fun if they know the secrets of the game and the setting, if the game experience is exactly that specified by the default guidelines, if they can choose and customize thier resources however they like, and so forth. But this seems to me exactly backwards, and far more suited to the sort of 'tool tweaking/tactical gaming' experience associated with CRPGs - were roleplay is light to non-existant - than it is in face to face pen and paper gaming where the main advantage that you have over a tactical wargame or a board game or a computer game is the ability to indulge in heavy RPing.
The problem here is somehow assuming that people who want magic weapons, better ac and better saves are somehow bad roleplayers who read the DMG and the MM.
For the record, I've read the PRC's in the DMG, and the feats in the Monster books, and thats IT. I dont know the monster abilities without making my knowledge check, and I roleplay quite well, thanks.
That said, I also have more than just the first clue in what keeps a character alive. Helm of Opposite Alignment doesnt help my fort save when a Basilisk stares at me, or my will save when the Lich casts Horrid Wilting, it doesnt help me hit a dragons outrageously high AC. Magic weapons are factored into the difficulty of fighting a dragon, or a demon, and until you fight one with DR 10/Magic with a toothpick and a rusty pipe, you dont appreciate that balance. You might think it makes little difference, and then you tell you tell your players, "I'm sorry, I had no idea it'd be a TPK, stupid rules" and the players go home, muttering, "....Helm of Underwater action..."