BryonD said:If that were really true then the only conclusion would be that rules light GMs like rules light because they just aren't up to the task of more detailed systems. [...] Of course I do not believe this to be true.
BryonD said:So, could YOU handle it if a D&D player without Power Attack said they wanted to hit a target as hard as they can? Is the freedom still there thanks to your skills? Or are you not up to the task? I'm betting you'd do just fine. And I also bet it would never occur to you that you just disproved your claim of "restrictions".
Philotomy Jurament said:Taken to ridiculous extremes, either end of that scale seems silly, to me. In any case, I don't think anyone in this discussion is advocating taking simplicity or complexity to extremes, so "choose-your-own-adventure," or "gathering around a table with a spinner," or similar scenarios don't seem terribly relevant.
I'm not disputing that. As a matter of fact, you are taking my logical extension fo someone else's claim and representing that as my opinion. To the contrary, my point is that the absurdity of this conclusion shows the flaw in the underlying claim.RFisher said:Can't--don't want to. Call it either way. Go ahead. Believe it. You won't hurt my feelings.
Consider for a moment, however, that some of us also don't find that we get significantly better results with a more detailed system. Perhaps because we "aren't up to the task". I'm willing to embrace that. Perhaps because we have a different notion of "better results".
Exactly.+1 to damage for every -2 "to hit" you're willing to sacrifice. I saw at least a dozen variations on that in my oAD&D days. Sure, there was no consistency from DM to DM, but nobody stressed over it anymore than they did the fact that Bob allowed elf clerics & Tom didn't.
Are you REALLY claiming that a GM's skill hasd no bearing on fun.It's not about "skills". It's about fun.
Translation: It is about having a skilled GM. (Defining skill and then specifically going out of your way to hand wave "this isn't skill I'm talking about" doesn't hold water)It's about being able to do nigh anything because you have a person to make rulings instead of a static set of rules that are either incomplete or massive or both. It's about having a person who can overrule a combination of rules that winds up with an unforeseen & unwanted result. It's about giving that person the benefit of the doubt because you know that they're an imperfect human, but that we're a bunch of friends who've gotten together to have fun & that we're willing to accept the imperfections because of the fantastic possibilities we get in return.
(Edit: That is to say, the players give the DM the freedom of knowing his judgements don't need to be perfect, so "skill" isn't necessary. Furthermore, the players should help the DM make good judgements rather than judging his judgements.)
All of which, by the way, applies just as much in my group when we play 3.5e as it does when we play classic D&D.
Edit...
Yeah, I see your point. There are certainly ways to address it without stepping on Power Attack and without simply denying a mechanical modifier.BryonD said:If it were me in 3X I'd probably add a -4 as a quasi-nonprof penalty on top and perhaps make the character lose their DEX bonus to AC for a round if the circumstances made that reasonable. But the specific choice isn't relevant. The point is that PA is NO WAY limits the actions of a character.
The critically important part is the mechanics and trading the same number. PA gives the ability to make THAT exchange. Nothing in that feat denies characters without PA to try to hit something as hard as they can.Philotomy Jurament said:Well, take the power attack example. If the request is "can I swing really hard, sacrificing accuracy for maximum power," and the PC in question lacks the power attack feat, then the DM can't really give that PC any meaningful mechanical modifier without undermining the value of the feat for those who selected it.
No. It's the ability to exchange accuracy for damage. You lower your accuracy (i.e. subtract from your attack roll) and add the same number to your damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.