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<blockquote data-quote="Gold Roger" data-source="post: 3118669" data-attributes="member: 33904"><p>A certain DM dependence is, imho, an essential part of the game. This is not only true for class features, but also for skills (almost all skills are at least partially DM dependend), certain feats and spells.</p><p></p><p>It's also not only true on direct PC stuff, but the viability of certain monsters is heavily dependend on the DM. While a rust monster can be the end to a char under one, it's great under another.</p><p></p><p>Heck, even player enjoyment factors completely free of mechanics are heavily DM dependent.</p><p></p><p></p><p>Of course one could try to strip out as much DM dependance out of the game as possible, either by removing such effects altogether (which I'd say would strip out lots of variety out of the game) or by turning them into "redmage" abilities (just give me a minute to turn my favored enemy into dragon).</p><p></p><p></p><p>I think, unless you want to turn D&D into an utterly new game, there just have to be some DM dependencies. Which are no big problem as long as the DM is decend and DM and players actually communicate what they want out of the game/their PC.</p><p></p><p></p><p>I'd say DM dependant stuff can be an evil, but it's a neccesary evil, that gives more than it takes in the greater scheeme.</p><p></p><p>Of course we could have a game with charts for how often each monster type has to come up so favored enemy to be fair, but that wouldn't be my idea of fun in a tabletop RPG (works for computer RPG's/DM less systems I'd guess).</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3118669, member: 33904"] A certain DM dependence is, imho, an essential part of the game. This is not only true for class features, but also for skills (almost all skills are at least partially DM dependend), certain feats and spells. It's also not only true on direct PC stuff, but the viability of certain monsters is heavily dependend on the DM. While a rust monster can be the end to a char under one, it's great under another. Heck, even player enjoyment factors completely free of mechanics are heavily DM dependent. Of course one could try to strip out as much DM dependance out of the game as possible, either by removing such effects altogether (which I'd say would strip out lots of variety out of the game) or by turning them into "redmage" abilities (just give me a minute to turn my favored enemy into dragon). I think, unless you want to turn D&D into an utterly new game, there just have to be some DM dependencies. Which are no big problem as long as the DM is decend and DM and players actually communicate what they want out of the game/their PC. I'd say DM dependant stuff can be an evil, but it's a neccesary evil, that gives more than it takes in the greater scheeme. Of course we could have a game with charts for how often each monster type has to come up so favored enemy to be fair, but that wouldn't be my idea of fun in a tabletop RPG (works for computer RPG's/DM less systems I'd guess). [/QUOTE]
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