Flavorless 3e- Advantage- players

Plane Sailing said:
Didn't you notice Piratecats polite request for you to be polite?

I didn't think we were still playing the polite game, seeing as the original poster seemed so intent at making this personal that any insight, supposition, advice etc that implied that his campaign wasn't typical or that some of his assumptions might have been off was taken as a direct assault on his group/game.

Everytime jasamcarl posts, a pretentious fanboy messageboard jockey looses his lunch.
 
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BelenUmeria, I think your ideas for necromantic corruption and soul bonded items are fine from a mechanics point of view, and would help to greatly add your own personal feel to your world. Your players are simply whining because you've moved away from the 3E "something for nothing" ideology. In previous editions, haste, raise dead, and other spells had a cost (aging, system shock rolls, etc) to prevent their rampant overuse and abuse by players. The new edition seems to indicate that these should be staple spells rather than spells used in certain circumstances, which is fine in and of itself. However, 3E is protraying a very different D&D that previous editions- its much more of a "powerup" D&D- hence the videogame analogies.

Now, D&D does have its own flavor and style, but to many people, the flavor presented by default in the core books is not to their liking, so they make house rules (like you did, I have, and countless others) to better reflect how they want their world to operate. Thats cool too- you just have to make sure the players know about those changes that will affect them. Core D&D is very high-powered vanilla- that is, rather bland and without any real distinguishing features. D&D handles its own tropes and designs well, but does not port over well to a setting like Middle Earth, Hyborea, or the Thieves World books well. Heck, even Dragonlance has tons of mods from standard D&D, and it WAS a game played under the system. D&D is the bare-bones skeleton for portraying generic fantasy. If you're happy with that, more power to you. But if you want something more, you have to make certain modifications to insure those aspects of your world that are different have REASONS for being different.
 
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The changes sound great! Every published campaign I have seen have their own "flavored" houserules such as races, magic, etc.

As for balance and playability, let them know it's an experiment. If it turns out too powerful or detrimental be willing to change it. If the players whine, let them have cheese. ;)

BTW, I sympathize. I have relatives that love to use power-combos from the 2nd ed. Player's Guide. :eek:
 

BelenUmeria said:
You're in for a long drive.

They're ok. I just have to learn to watch them more carefully. They like finding combos that will "bend" the rules, which can be frustrating.
In which case I bend them back MY way. :p They wanna play hard ball, I play hard ball.

And who said anything about driving? Just slip some sedatives in them, ship them off freight mail. ;)
 

jasamcarl said:
I didn't think we were still playing the polite game, seeing as the original poster seemed so intent at making this personal that any insight, supposition, advice etc that implied that his campaign wasn't typical or that some of his assumptions might have been off was taken as a direct assault on his group/game.

Everytime jasamcarl posts, a pretentious fanboy messageboard jockey looses his lunch.
Hello, jasam. Come play with me and leave these nice people alone.
 

jasamcarl said:
I didn't think we were still playing the polite game...

Oh, please, jasamcarl. You have over 1200 posts. You know darned well that you don't get to stop playing the polite game around here, ever. So please stop with the insulting tone.
 


Umbran said:
Oh, please, jasamcarl. You have over 1200 posts. You know darned well that you don't get to stop playing the polite game around here, ever. So please stop with the insulting tone.

Well, duh. I was pointing to a particular irony or double standard. Besides, I could, and will, argue that i'm helping the lad. People should know when they are wrong. No ill will hear. :)
 

Nightfall said:
Agreed Um. But some how one wonders about certain things in life when it comes to the maturity of some people.

As oppossed to the guy who obsesses over a campaign setting to such a point that he treats it like his overly indulgent mother.
 

The more I read these topics about power-playing gamers, the more I feel happy about my players. They start looking in-game for a group to initiate them in a prestige class. Taking three different prestige classes? No way on earth. Unless they find a very very good in-game reason. Or do you think Bob the Fighter wakes up one day and says ooh waw I've gained a level in arcane archer? He'll have to find 'em, win their trust, get someone to teach him how. If that means he'll have to wait for a level, too bad. Lvls are an abstract way of increasing ability, not a driving goal for a character.

If your setting has penalties for those using negative energy to cast spells, go for it. If they don't like it, too bad. Tell 'em to look for another Dm or to DM themselves.
 

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