BelenUmeria said:Wow...condescending 101....
Not once did I ever advocate having players slog it through the mud all the time. However, it is fun to use such things as a character or story building concept.
The challenges do not really increase either. More HD and more damage, maybe, heck, better tactics too, but high level abilities in 3e tend to be about numbers alone. Describe it to your heart's content, but there is still no meaning.
However, selective use of "penalties" can make a game really meaningful. No, you do not do it ALL the time, but you can do it some of the time for cool adventure hooks.
You must have been burned in the past by "penalties." Understandable.
Alluding to a lack of GM skill in a game you've never played is highly presumtuous, or maybe it is easier to act like a jerk when you do not have to face someone.
Excuse me? If I'm to understand your point, you think the game is too easy because there are no penalties to offset the abilities the players get as they level. I'm saying the penalty is the fact that you are expected to face more powerful monsters and challenges in order to gain experience and thus level (the most objective 'win' scenario in DnDs case) in addition to the fact that, if a dm is so inclined and has a brain, the 'fluff' stakes will also rise. Let's take this from the opposite direction; assume players leveled after getting the requisite experience, but didn't get any of the benefits of that advancment (hp, bab, skill, feats, class abilities, etc). Would they survive against the monsters that they would need to fight to advance in level further? Of course not. Would the game become incredibly more difficult to the point of being unplayable? Uh huh. Would those bonuses be called for then even under your sylogism (that bonuses need to be offset). Yup. This is obvious I know, but you don't seem to be thinking it through. The larger picture of the game affords a penalty; it doesn't require another on your character sheet.
And you don't help yourself by implying that high-level is no different than low-level. I think you see the large modifiers, the larger number of abiltities, but not the qualtative difference that these imply. In other words you don't know the rules.
DnDs paradigm of increased options and abilities and changes in play dynamics over time is suppossed to imply a very obvious flavor. That of high-fantasy heroes that come from the low end and at the conclusion fights dragons to save the kingdom. That is flavor. You don't seem to have a broad enough vision to look past a spell description.
Also keep in mind i'm not commenting on your houserules, but rather your ultra-dubious assertion that the game is flavorless, when in actual play its anything but. Its a case of solid gamist design complementing genre tropes as oppossed to contradicting them.