PallidPatience said:
One shouldn't need the game to supply the imagination.
Quoted very, very much for troof! If the only source of mystery in your game comes from the opacity of the rules, then, perhaps a bit of brushing up on DMing skills is in order.
Reynard said:
*snip*
EDIT: Tnagential, but related -- I got an email today from my players "reminding" me that they were well behind the "wealth by level" guidelines in the DMG. i mean, when would that have happened with 1E? WTF?
It wouldn't have because, by the time you were about 6th level, you already had more money than you could ever spend in an elven lifetime and the fifteen +1 swords that you flogged just added to the money pile.
Celebrim said:
*snip*
Based on my past participation in threads like this, I would be very surprised if that was the case. I would predict a fairly strong correlation between those that believed that magic was a commodity, and those that believed that (for example) magical effects without saving throws or doors which were simply immune to force were not only things which you should be careful with but which simply shouldn't exist. In fact, I would predict a fairly strong correlation between those holding the 'magic as a commodity' opinion and those that believed that you were breaking the RAW to have a door which was immune to all kinds of force. I believe this is because both opinions are manifestations of an underlying preference for how the game should be ran.
Umm, well, of course you are breaking RAW to do this. The aren't any doors, or even any substances in RAW that is immune to all kinds of force. So what? Rule 0 is your friend and it appears in the first pages of the DMG. You want an unbeatable door? The rules will back your play.
Now, is it fun to have that door? That will depend on a whole lot of factors and is the subject for an entire thread.
See, where you've made the faulty assumption is that people who think that there should be rule explanations for everything in the game also feel that you can never make up new rules. The game is, and always has been, about making up new rules. The big thing is why are you making up these rules? Are you doing it so the party is forced to jump through certain hoops and protect your private railroad? Then that's bad. Is it done because there are very valid in game reasons for the existence of this door? Then that's probably good.
The problem is, people are trying to argue that there was some sort of special sense of wonder (or mystery or mystique or whatever other adjective you want to use) that was fostered by having rules that the players didn't know. Gauntlets of Ogre Power weren't mysterious. They didn't make me go "ooooh ahhhh". They made me jump up and down for happy joy because my fighter was going to lay a world of hurt on something.
Some people keep trying to apply their playstyles as a general rule. If your playstyle was such that magic items were weird and wonderful, that's groovy. That's fine. That's great. But, it's also YOURS. My playstyle was that you picked up a +1 sword and you were happy. When the +2 sword came along, you chucked the +1 sword faster than an empty Ding Dong wrapper.
That doesn't make my style better or worse. And, I certainly am not trying to say that you should follow it. But, trying to state that the rules favoured one style or another is ridiculous. Gamists played 1e. Really, they did. Honest. Gamists played 2e as well. And, oh look, they play 3e too. Gee imagine my shock and awe.