WizarDru said:I'm guessing you mean the system you mean being D&D, not your particular style...or are you saying you haven't changed at all since you were 8?![]()
ZSutherland said:I think there may be a grain of truth here. I think the current incarnation of D&D (and most current RPGs) tries to avoid the adversarial mode for DMs, and players get the notion that it's automatically a bad way to play. While a DM that's just out to screw the players is no fun regardless of the game, the DM (via his cleverly designed dungeon) vs the players (via their characters) was a fine way to play the game once upon a time. In fact, it still is, but the trend of moving away from that style of game has prompted mistrust of DMs in players. .
Raven Crowking said:Too bad I moved from there to Canada......![]()
Lanefan said:Unless you don't *agree* with the rulebooks because the rule or mechanic in question makes no sense. That's the root of most arguments through all editions: something doesn't make sense to someone even when read correctly as written, not because they don't understand the words or meaning, but because they simply don't agree with it. An example: 3e rules say clearly that initiative is rolled once on a d20 at combat start and that's it. I understand that. I also don't agree with it because it makes no common sense to me...so bingo, we have a rules debate.
Lanefan
FireLance said:The perception that DMs who reserve the right to change the rules in their game are somehow better than DMs who decide to run the game according to the rules as written.
xnrdcorex said:But in 3.x role-playing stuff is replaced by die rolls entirely
BroccoliRage said:That's all well and good, but i don't understand what that has to do with me not liking endless debate interrupting games..

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