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<blockquote data-quote="Ilbranteloth" data-source="post: 7267565" data-attributes="member: 6778044"><p>Yes, they know about it ahead of time. I make it very clear before we even get started that this isn't a RAW game, and explain my approach and the setting ahead of time. I also provide my own compiled ruleset and setting information ahead of time. To me communication is key. </p><p></p><p>And it's not usually a question of too-powerful to me as world changing. It's not that I have a problem with a monk having that power. The problem I have is that <em>every</em> monk of that archetype has that power. As I noted in the post you quoted, I didn't say he can't have the ability, just that it's not one that all rogues get just for reaching a certain level.</p><p></p><p>D&D encompasses a mechanical rule-set and a host of settings, including a great many home-brew ones. Long-term campaigns were built using the rules of the world based on whatever edition was available at the time. There isn't any reason why I should be penalized and have to use old rulesets just because I don't want to change the nature of my established setting. I also don't think that they should cater to me and make a game that matches my setting (and everybody else's) as well.</p><p></p><p>The current ruleset is designed around a different set of assumptions. OD&D/AD&D were originally designed on the assumption that the DM would create their own world, and run a campaign that allowed characters to live and die, with adventures that were often disconnected with no grand overarching story. Now it's the opposite. It still supports that style of play, but the game is published with the idea that you can pick up the PHB, MM and an AP and it's a self-contained game. Ready for another one? Pick up another AP. There's nothing wrong with this, and it makes great business sense. It just means that a lot of what's released isn't going to fit my ongoing campaign.</p><p></p><p>I'm an old-school DM who claims primary ownership of the setting, that I'm here to provide the place for you to play. I like continuity, consistency, and things to make sense. I'm always open to suggestions and input, but I've also found that with every edition they could have made different decisions and people could be just as happy. That doesn't mean the players don't have any input, but things that have been a consistent part of the campaign for that period aren't likely to change much.</p><p></p><p>Yes, the X-Men's powers were taken into consideration when writing the comic. But that's because the X-Men were the only group of "adventurers" to play in that world (barring a few crossovers). That is, they were the only X-Men. That's quite different from a world where there can be thousands of Wolverines running around. If it was a Superman comic, except that the world was populated with thousands of Supermen, that can fly and all of the other things that he can do, then the world would be a different place.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7267565, member: 6778044"] Yes, they know about it ahead of time. I make it very clear before we even get started that this isn't a RAW game, and explain my approach and the setting ahead of time. I also provide my own compiled ruleset and setting information ahead of time. To me communication is key. And it's not usually a question of too-powerful to me as world changing. It's not that I have a problem with a monk having that power. The problem I have is that [I]every[/I] monk of that archetype has that power. As I noted in the post you quoted, I didn't say he can't have the ability, just that it's not one that all rogues get just for reaching a certain level. D&D encompasses a mechanical rule-set and a host of settings, including a great many home-brew ones. Long-term campaigns were built using the rules of the world based on whatever edition was available at the time. There isn't any reason why I should be penalized and have to use old rulesets just because I don't want to change the nature of my established setting. I also don't think that they should cater to me and make a game that matches my setting (and everybody else's) as well. The current ruleset is designed around a different set of assumptions. OD&D/AD&D were originally designed on the assumption that the DM would create their own world, and run a campaign that allowed characters to live and die, with adventures that were often disconnected with no grand overarching story. Now it's the opposite. It still supports that style of play, but the game is published with the idea that you can pick up the PHB, MM and an AP and it's a self-contained game. Ready for another one? Pick up another AP. There's nothing wrong with this, and it makes great business sense. It just means that a lot of what's released isn't going to fit my ongoing campaign. I'm an old-school DM who claims primary ownership of the setting, that I'm here to provide the place for you to play. I like continuity, consistency, and things to make sense. I'm always open to suggestions and input, but I've also found that with every edition they could have made different decisions and people could be just as happy. That doesn't mean the players don't have any input, but things that have been a consistent part of the campaign for that period aren't likely to change much. Yes, the X-Men's powers were taken into consideration when writing the comic. But that's because the X-Men were the only group of "adventurers" to play in that world (barring a few crossovers). That is, they were the only X-Men. That's quite different from a world where there can be thousands of Wolverines running around. If it was a Superman comic, except that the world was populated with thousands of Supermen, that can fly and all of the other things that he can do, then the world would be a different place. [/QUOTE]
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