JohnSnow
Hero
Celebrim said:I'm not suggesting we need to exactly emulate earlier editions, but I am suggesting we shouldn't rule out play styles that emmulate the feel of earlier editions - whatever feel you happen to believe that to be.
While that sounds good in theory, it's when the "rubber meets the road" of determining what goes in which books that you run into conflicts.
No game can, by definition, accomodate both the Gygaxian ideal of "keeping the dispensation of magic items solely in the hands of the DM" and the Third-Edition mindset of "Give the players control over what items their characters get."
A choice has to be made. If the vast majority hold to the playstyle of "Players get to decide what magic items their characterts have," then the game should be laid out in such a way as to cater to that majority.
In First Edition, most of the resolution rules (like the mechanics for Saving Throws) were not even in the PHB. Second Edition put more and more of those rules in the PHB, and fewer in the DMG. When Third Edition first came out, it had a mini-DMG section and a mini-MM in the back. When combined with the "nearly complete" combat and adventuring rules, you could actually play with just the PHB.
As others have pointed out, spells have always been in the PHB, because the players need to know how their spells work. In Third Edition, characters can make magic items. Since those are things players control, why shouldn't they be in the PHB as well?
I think the reason the statistics for summoned monsters and alternate forms will be in the PHB is so that the player can have ready access to the statistics so that he can still run his own character. That's all.
Frankly, I don't see what the big deal is. All they're saying is: "Sorry, if you're one of those DMs who want to control what magic items your PCs get, you're in the minority. Of course, as always, you're the DM, and it's your right to change the rules."
As much as these DMs say "my players never complain," I think a lot of them actually DO have players who feel differently and they're terrified that they won't be able to maintain their authority without the layout of the game rules to back them up.
What's so hard about saying: "I don't care WHAT the PHB says - in my campaign, you can't buy magic items and that's final."
Do you just have trouble saying "No" to your players?