Aria Silverhands
First Post
Which makes the DM look like a mean DM because they keep saying no to this, that or whatever.Hambot said:Complaining that the default rules set in a game of make-believe lets people's characters do fantastical things without realistic limitations defeats the purpose of escapism. Considering that at every major point they do call out the DM has the option of tightening things up to fit with their campaign world I believe they are doing a good job of giving everybody the options they need.
Yeah, because an online forum is representative of the hobby as a whole. Somehow it even takes into account the opinions of all those people that don't read or post to forums.The majority of posters here so far are in favour of much of the text, so it looks like they hit a default that just manages to please the majority, while allowing you do do otherwise if you wish.
All I'm saying is that it should have went with middle of the road and ambiguity when it comes to decisions that influence the tone of the whole campaign. Magic items are a huge factor in that regard.We could all be upset that the default options presented in the book don't match up very well with the fantasy worlds that we have made and believe make the most sense, or with our default play style, but that is pointless because whatever they make the default, there will be lots of people whose style is different.
And it still paints those DM's with a negative light. They're "bad" dm's because they take options away from players. I know this for a fact because I've seen it happen. I've had players whine and complain about my houserules when I hand them out. They whine because I say humans only or no arcane casters, because I'm trying to create a certain tone to the setting.You seem to be mostly upset that the default of the whole book is permissive to the players, rather than moderately restrictive because that is how you prefer it. In 4e Wizards seems to have tried to make every decision with maximising gameplay fun in mind. They often sacrifice versimilatude in the interests of a faster paced game. All you can reasonably ask for is that they offer outs to those who want to restrict gameplay options in order to increase their versimalitude. Which is what they did in this case.
Maybe the issue here is actually using the word rules. What I'm talking about are less rules and more about design choices when creating a campaign. The books need to give equal emphasis to all options when it comes to campaign altering decisions. Lots of magic, moderate magic, or little to no magic. Running a no magic campaign would be easy. Just reduce monster attacks, defenses, and skills by the magic threshold. Boom... monsters are balanced for parties with no magic items.
The excerpt on magical items, which again, is a huge part of what sets the tone of a campaign, should have been ambiguous by providing some detail on all three options instead of offering a default mode and then a more restrictive option.