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<blockquote data-quote="WayneLigon" data-source="post: 1356802" data-attributes="member: 3649"><p>I guess y'all have a friendlier environment than I'd used to; like as not, unless people knew they were specifically going up against a poison-using monster or something that drained attributes then it's unlikely they'd have the means to deal with it. Usually people in the games I'm familiar with that run up against such creatures stay poisoned or drained for some time. I've never seen the kinds of campaigns I hear people describe when they use that particular arguement. Really, it makes me want to ask questions like 'are you sure you understand how to use X? or 'Are you sure your players are not abusing rule Y?'</p><p> </p><p>And I have to say I'm getting a little tired of the 'video-game' analogy (and even more tired that it's a negative connotation, as if no video game ever had merit), almost as tired as I am of the term 'broken'. Video games came second, remember? If there's any influence going on here, it's D&D -- > Video Game instead of the other way around. </p><p> </p><p>For the attitude towards flavor-rules that provide disadantages: maybe they're not reading what you're giving them, or your presentation has made them beleive that you wish X to occur, when you really wish for Y to happen. Maybe it's like some of the reactions to Midnight or Call of Cthulhu, both decidedly negative-flavor worlds that can work very well indeed. </p><p> </p><p>Depending on what's been done to them in the past with regards to negative-flavor rules, they may have a misconception of what you're trying to accomplish here. </p><p> </p><p>I myself still have to think twice when I see house rules like that because it generally means one of two things: (1) the GM has had a bad experience with a particular rule (for example: AOO) and so wants to limit or disallow certain things because he's not comfortable with the rule or (can't think of a better phrase right at this time) 'can't handle it'. (2) the GM is your 'old time' 1st Ed GM with the attitude of 'no player should have any advantage whatsoever; they should all be at the mercy of the DM'.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1356802, member: 3649"] I guess y'all have a friendlier environment than I'd used to; like as not, unless people knew they were specifically going up against a poison-using monster or something that drained attributes then it's unlikely they'd have the means to deal with it. Usually people in the games I'm familiar with that run up against such creatures stay poisoned or drained for some time. I've never seen the kinds of campaigns I hear people describe when they use that particular arguement. Really, it makes me want to ask questions like 'are you sure you understand how to use X? or 'Are you sure your players are not abusing rule Y?' And I have to say I'm getting a little tired of the 'video-game' analogy (and even more tired that it's a negative connotation, as if no video game ever had merit), almost as tired as I am of the term 'broken'. Video games came second, remember? If there's any influence going on here, it's D&D -- > Video Game instead of the other way around. For the attitude towards flavor-rules that provide disadantages: maybe they're not reading what you're giving them, or your presentation has made them beleive that you wish X to occur, when you really wish for Y to happen. Maybe it's like some of the reactions to Midnight or Call of Cthulhu, both decidedly negative-flavor worlds that can work very well indeed. Depending on what's been done to them in the past with regards to negative-flavor rules, they may have a misconception of what you're trying to accomplish here. I myself still have to think twice when I see house rules like that because it generally means one of two things: (1) the GM has had a bad experience with a particular rule (for example: AOO) and so wants to limit or disallow certain things because he's not comfortable with the rule or (can't think of a better phrase right at this time) 'can't handle it'. (2) the GM is your 'old time' 1st Ed GM with the attitude of 'no player should have any advantage whatsoever; they should all be at the mercy of the DM'. [/QUOTE]
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