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<blockquote data-quote="VirgilCaine" data-source="post: 2605912" data-attributes="member: 17083"><p>There's a DM in my univerisity group that is about the opposite of everything I like about D&D.</p><p></p><p>He runs a custom world. With lots of custom races. And apparently the entirety of Unearthed Arcana. </p><p>He uses generic classes. And allows a huge ability score limit of 75. And you can decrease your scores to as low as 3. 3 charisma for example. No in-game consequences for this, of course.</p><p></p><p>He requires training for level-up, training to get spells, AND training for skill levels.</p><p></p><p></p><p>There's 9 players or so. Three have weird races--a half-dragon, an air/fire elemental and a Naga (custom snake person). Three are multiclassed spellcaster/meleers.</p><p></p><p>The world has 8 different "Monk" schools. A PC must be a member of one of them. These schools have PrCs that are overpowered compared to others, so the PCs would take them.</p><p></p><p>All PCs have the Vow of Poverty. They (apparently) think that this means they can only have weapons and ammuntion, not light sources or rope or similar equipment. </p><p></p><p>They have very few magic items. </p><p></p><p>They are 15th level (on average) at last count. </p><p></p><p>The party is not balanced. There is one full spellcaster, and the rest of the party is straight melee focused, excepting one archer character. </p><p></p><p>The campaign is a mix of the two biggest cliches--"evil is invading the world" and "escort the artifact."</p><p></p><p>There are three known Monk school full spellcasters above third level. Two of them are in the party and are ~15th level. </p><p></p><p>If an encounter is not equal to the PCs level, it is dead in about two rounds. If it is equal to their level, half the party is neutralized or rendered unconscious until the other half neutralizes the threat.</p><p></p><p>My little brother played for a while and the other PCs couldn't understand the idea of "stay out of the wizards way"--they frequently moved forward into melee and made it hard for him to use his nifty area spells.</p><p></p><p>Edit: </p><p></p><p>And they are bloodthirsty. When my little brother (playing the "wizard") was trying to figure a way to transport a non-teleportable magic-sucking (~5' radius) personality suppressing artifact held by a party member without having to go by water (fire elemental PC) or go underground through this "Underpass" underround highway thinghy, one player got really antsy...couldn't wait for five minutes for him to think for a bit.</p><p></p><p>And none of them brought light sources. When they knew they were going underground for an extended session. Never mind half of them have darkvision.</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 2605912, member: 17083"] There's a DM in my univerisity group that is about the opposite of everything I like about D&D. He runs a custom world. With lots of custom races. And apparently the entirety of Unearthed Arcana. He uses generic classes. And allows a huge ability score limit of 75. And you can decrease your scores to as low as 3. 3 charisma for example. No in-game consequences for this, of course. He requires training for level-up, training to get spells, AND training for skill levels. There's 9 players or so. Three have weird races--a half-dragon, an air/fire elemental and a Naga (custom snake person). Three are multiclassed spellcaster/meleers. The world has 8 different "Monk" schools. A PC must be a member of one of them. These schools have PrCs that are overpowered compared to others, so the PCs would take them. All PCs have the Vow of Poverty. They (apparently) think that this means they can only have weapons and ammuntion, not light sources or rope or similar equipment. They have very few magic items. They are 15th level (on average) at last count. The party is not balanced. There is one full spellcaster, and the rest of the party is straight melee focused, excepting one archer character. The campaign is a mix of the two biggest cliches--"evil is invading the world" and "escort the artifact." There are three known Monk school full spellcasters above third level. Two of them are in the party and are ~15th level. If an encounter is not equal to the PCs level, it is dead in about two rounds. If it is equal to their level, half the party is neutralized or rendered unconscious until the other half neutralizes the threat. My little brother played for a while and the other PCs couldn't understand the idea of "stay out of the wizards way"--they frequently moved forward into melee and made it hard for him to use his nifty area spells. Edit: And they are bloodthirsty. When my little brother (playing the "wizard") was trying to figure a way to transport a non-teleportable magic-sucking (~5' radius) personality suppressing artifact held by a party member without having to go by water (fire elemental PC) or go underground through this "Underpass" underround highway thinghy, one player got really antsy...couldn't wait for five minutes for him to think for a bit. And none of them brought light sources. When they knew they were going underground for an extended session. Never mind half of them have darkvision. [/QUOTE]
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