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Armour Dilemma: Am I Wrong Here?
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<blockquote data-quote="ThoughtBubble" data-source="post: 924931" data-attributes="member: 9723"><p>Wow. That was a lot of stuff to read. I don't really have a problem with your situation from a DM standpoint. I especially agree with it when you explained your more rules heavy and tactcially based gameplay.</p><p></p><p>I think that the armor wearing folk were being a bit unheroic. Not that there is anything wrong with it. However, instead of "You can stop at any time." I would have said: "It'll likely take you the rest of the evening to get your armor on. If you want to stay and put it on, you'll probablly be sitting out the rest of the session." The whole explanation of 'action leading to exclusion' typically moves my more difficult players.</p><p></p><p>So that far, I'm on your side.</p><p></p><p>On the duke, however, I do agree it was a little fast. Someone comes in my window, and brings bad news, news I was preparing for, but news nonetheless. My reaction? "F---! Where?"</p><p></p><p>Likely, there would have been a few more rounds of explanation. Then there may have been a few rounds of the Duke running to pickup various items that might help him, that sort of thing. Arcane power or not, I'd still want my smiting stick with me, along with my AC bracers and such. So, I can see how someone could complain that the Duke came out quick.</p><p></p><p>The player yelling at you was unnecessarry. On the other hand, I can see why he'd be angry, especially if he felt that he absolutely couldn't function without his armor. It's not so much that you were out to screw him, but that he felt screwed. He over reacted, but I think that there was something to react to. But everyone gets screwed sometimes. In one particular campaign I'm in, I play someone who worked in a mobile ambulance unit. I've got outdoor skills, medical skills, and vehicle skills. When we're in town, not driving, and no one's hurting I get useless. Long enough and I get very frusterated.</p><p></p><p>So, as far as I'm concerned, the numbers stand about with my opionion. You're mostly (about 70%) right. And I'm glad things are going well after that expierence.</p><p></p><p>And I'm not sure what to make of the whole "everyone should be having fun" vs "coddling is bad" arguement. They just don't seem to fit together. If I want to play in a game about political intrigue, joining a session of "the expendable heroes go into the meatgrinder" is a bad idea. Likewize, that same game of intrigue would be surprizingly boring if it turns into "you're emperor now. Good job." But I don't see what the argument is. Maybe it's just the heat.</p><p></p><p>Anyway, story based flowing games vs D&D 3E. Jeez. Where to begin on why I use D&D? It's got a strong set of mechanics, that aside from some weird parts, basically boils down to a D20 roll + skill + bonus vs some value X. What's not to love? Second, and more importantly, I like the strongly class based system. It bootstraps a lot of the weaker role playing people I play with into something workable. The classes also bring up a lot of recognition of types fairly easily. Most everyone in the group has some idea of their role in most situations. Combat is tactical enough to keep me awake (though I have been having some trouble with larger combats) while not being quite the brainteaser that some of the other games I play are.</p><p></p><p>Hm. I guess it comes down to the fact that, despite my love for story based and character based games, and my players' professed love for them, they're not so able to create story based characters, or play in story based games. So we use something with enough mechanics to keep us all honest, and use the numbers as a set of building blocks.</p><p></p><p>That, and I havn't found a more story angled system that would work for my groups that we are 3E in. Got any suggestions?</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 924931, member: 9723"] Wow. That was a lot of stuff to read. I don't really have a problem with your situation from a DM standpoint. I especially agree with it when you explained your more rules heavy and tactcially based gameplay. I think that the armor wearing folk were being a bit unheroic. Not that there is anything wrong with it. However, instead of "You can stop at any time." I would have said: "It'll likely take you the rest of the evening to get your armor on. If you want to stay and put it on, you'll probablly be sitting out the rest of the session." The whole explanation of 'action leading to exclusion' typically moves my more difficult players. So that far, I'm on your side. On the duke, however, I do agree it was a little fast. Someone comes in my window, and brings bad news, news I was preparing for, but news nonetheless. My reaction? "F---! Where?" Likely, there would have been a few more rounds of explanation. Then there may have been a few rounds of the Duke running to pickup various items that might help him, that sort of thing. Arcane power or not, I'd still want my smiting stick with me, along with my AC bracers and such. So, I can see how someone could complain that the Duke came out quick. The player yelling at you was unnecessarry. On the other hand, I can see why he'd be angry, especially if he felt that he absolutely couldn't function without his armor. It's not so much that you were out to screw him, but that he felt screwed. He over reacted, but I think that there was something to react to. But everyone gets screwed sometimes. In one particular campaign I'm in, I play someone who worked in a mobile ambulance unit. I've got outdoor skills, medical skills, and vehicle skills. When we're in town, not driving, and no one's hurting I get useless. Long enough and I get very frusterated. So, as far as I'm concerned, the numbers stand about with my opionion. You're mostly (about 70%) right. And I'm glad things are going well after that expierence. And I'm not sure what to make of the whole "everyone should be having fun" vs "coddling is bad" arguement. They just don't seem to fit together. If I want to play in a game about political intrigue, joining a session of "the expendable heroes go into the meatgrinder" is a bad idea. Likewize, that same game of intrigue would be surprizingly boring if it turns into "you're emperor now. Good job." But I don't see what the argument is. Maybe it's just the heat. Anyway, story based flowing games vs D&D 3E. Jeez. Where to begin on why I use D&D? It's got a strong set of mechanics, that aside from some weird parts, basically boils down to a D20 roll + skill + bonus vs some value X. What's not to love? Second, and more importantly, I like the strongly class based system. It bootstraps a lot of the weaker role playing people I play with into something workable. The classes also bring up a lot of recognition of types fairly easily. Most everyone in the group has some idea of their role in most situations. Combat is tactical enough to keep me awake (though I have been having some trouble with larger combats) while not being quite the brainteaser that some of the other games I play are. Hm. I guess it comes down to the fact that, despite my love for story based and character based games, and my players' professed love for them, they're not so able to create story based characters, or play in story based games. So we use something with enough mechanics to keep us all honest, and use the numbers as a set of building blocks. That, and I havn't found a more story angled system that would work for my groups that we are 3E in. Got any suggestions? [/QUOTE]
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