Dark Jezter said:Actually, my post was meant as a joke. I re-posted a Silent Wail's famous Hate of d02 rant, which has become the gamer's version of "all your base are belong to us."![]()
Yup. You agree w my analysis though?

Dark Jezter said:Actually, my post was meant as a joke. I re-posted a Silent Wail's famous Hate of d02 rant, which has become the gamer's version of "all your base are belong to us."![]()
Pretty much, yes. Level-based systems may not be strictly realistic, but they are very satisfying and fun to play. This is why I've stuck primarily with D&D rather than switching over to GURPS, HEROQuest, or the Storyteller system.S'mon said:Yup. You agree w my analysis though?![]()
S'mon said:I agree with this; it doesn't mean that I'll allow Vrock Tanar'ri PCs in my lowish-magic sword & sorcery-style D&D campaign, but it does mean that combat rules & most other rules work the same way for PCs and NPCs wherever possible - an exception is the Bluff/Intimidate/Diplomacy rules, as stated in the PHB these can't be used to force PC action/attitudes because what a PC thinks of an NPC is largely the player's prerogative; it's no fun being forced to have your heroic Paladin act intimidated and I think this was a good decision by WotC.
Drifter Bob said:A lot of pepole take this to the point though that they demand that NOTHING an NPC can do should be unavailable to PC's. I saw a thread here on ENworld where people were saying basically, that you could not under any circumstances have NPC's with "special" powers that PC's couldn't get, like for example a king arthur PC who had the magic power to draw excalibur out of the stone. If he can do it then so should every PC.
To me, obviously, this really "cramps the style" of a good story. Not that you are going to be stacking lazer finger wielding orcs at the PC's all day, but IMO there should be a few things which are mysterious and not necessarily within the reach of every PC. That seems patently obvious.
DB
Gothmog said:Drifter Bob, despite the venom spewed at you by some posters, don't give up on this project. It sounds like you have some really cool ideas, and they are something I'd certainly like to see. I know its hard to not let some of the comments get under your skin, but think about it- the people who will nitpick a module to death are people with no lives and nothing better to do, and represent a vast minority of the total audience for the module. I personally think that as a writer you should probably justify why the imp has a few extra skill points (advance HD, rogue level, or increased INT), but just do it and get on with writing the freakin' adventure! Most 1E AD&D modules had gross "violations" of the rules in them (special one-time circumstances), and people still played and enjoyed them. I'd personally LOVE to see a series of modules that break the "back to the dungeon" mold and have some complex NPC interactions, deceptive twists, and interesting RP opportunities- which it sounds like your series has the potential for. So sit back, take a break, and let this whole ugly deal discussion go. At least don't make a hasty decision tonight before you abandon the project.
I'm starting to think you came into this forum with your initial post looking for an excuse to give up the project. Your initial statement suggested you had a chip on your shoulder about d20.
Drifter Bob said:A lot of pepole take this to the point though that they demand that NOTHING an NPC can do should be unavailable to PC's. I saw a thread here on ENworld where people were saying basically, that you could not under any circumstances have NPC's with "special" powers that PC's couldn't get, like for example a king arthur PC who had the magic power to draw excalibur out of the stone. If he can do it then so should every PC.
To me, obviously, this really "cramps the style" of a good story. Not that you are going to be stacking lazer finger wielding orcs at the PC's all day, but IMO there should be a few things which are mysterious and not necessarily within the reach of every PC. That seems patently obvious.
DB
S'mon said:I agree with this of course - and well said. Luckily I have good & intimidated players who don't complain that my margoyles have Fighter BAB, STR 22 & Improved Grapple - they just scream & die...![]()
hong said:Why am I reminded of a six-inch tall DM waving a tiny rulebook in the air and screaming "FEAR ME! FEAARRR ME!"?
D&D's monster creation framework is so loose that you could make almost anything you wanted and still be within the letter of the rules. There's nothing governing what special abilities a monster can have. There's nothing governing racial skill bonuses or bonus feats either. You could make a "demi-imp" with a +20 racial bonus to Bluff and suggestion at will as a spell-like ability, and there would be nothing in the book to say you're Not Allowed. Even something like BAB is fuzzy; just give it divine power or Tenser's transform if you really must have fighter BAB.
The only thing that all this DM power-tripping might do is cause the monster's nominal CR to be too low relative to its actual strength. But again, CR is more the result of eyeballing than a rigorous algorithm, so the letter of the rules is not the issue.
I mean, sheesh. A watertight ruleset d20 is not.
And to me, I wouldn't want to play as a mook in the Legend of Arthur...To me, obviously, this really "cramps the style" of a good story.
Kamikaze Midget said:An RPG is a videogame. It is poker. It is Axis and Allies. It is Chutes and Ladders. It is infinately more flexible and enjoyable, and able to benefit much more from creativity and player input, but it is not an excersize in collaborative fiction, and it never. Ever. Ever. will be.
But it is a game. And it needs to fit within the conventions and customs set up for a game. Which includes OBEYING THE RULES.