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How am I a D&D outlier? How are you one?
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<blockquote data-quote="Bacon Bits" data-source="post: 8509701" data-attributes="member: 6777737"><p> <ol> <li data-xf-list-type="ol">I've been in the same group for over 20 years. Some additions and losses, but not many.</li> <li data-xf-list-type="ol">We rotate DMing. There's 6 of us, and we almost always have 2 games running concurrently. We play once a week.</li> <li data-xf-list-type="ol">I don't like multiclassing. I think it subverts the design of having a class based game. That said, I don't ban it or anything. I just find it distasteful.</li> <li data-xf-list-type="ol">I generally run premade modules, but I hack them up.</li> <li data-xf-list-type="ol">I customize nearly all magic items. I'm not a fan of generic +X items. Most or all items are </li> <li data-xf-list-type="ol">I roll behind a screen. I fudge dice.</li> <li data-xf-list-type="ol">I don't care if the game is easy or hard as long as the players are having fun. If I want to challenge them, I have a bag of infinite monsters. Challenge isn't that difficult to do. and that kind of makes it less interesting.</li> <li data-xf-list-type="ol">I love designing set piece encounters and they happen all the time. I want stuff that's weird and awesome to happen a lot.</li> <li data-xf-list-type="ol">I want my players to feel like they have no idea what's going on in the short term, but still understand the big overall picture and benefit from their own choices and insight.</li> <li data-xf-list-type="ol">I treat the Monster Manual as if it were a book on the shelf in a library in-game. That is, it's what some guy a hundred years ago said the monsters were like. You think all dragons fit into neat, color coded categories? What a neat myth, but nature isn't really like that!</li> <li data-xf-list-type="ol">I generally don't like having a lot of fantastic looking races. I feel like it detracts from the depth of the world.</li> <li data-xf-list-type="ol">I think spells over level 6 and class levels above level 10-13 or so are almost universally terrible designs. I really think the class levels should end about level 12, and then the game should do something else. I think Wish should be a capstone ability that is limited. 1/week, not cheap, and has a moderate risk of failure.</li> <li data-xf-list-type="ol">I think what you discover during gameplay should have more impact than what you choose from your class list.</li> </ol></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8509701, member: 6777737"] [LIST=1] [*]I've been in the same group for over 20 years. Some additions and losses, but not many. [*]We rotate DMing. There's 6 of us, and we almost always have 2 games running concurrently. We play once a week. [*]I don't like multiclassing. I think it subverts the design of having a class based game. That said, I don't ban it or anything. I just find it distasteful. [*]I generally run premade modules, but I hack them up. [*]I customize nearly all magic items. I'm not a fan of generic +X items. Most or all items are [*]I roll behind a screen. I fudge dice. [*]I don't care if the game is easy or hard as long as the players are having fun. If I want to challenge them, I have a bag of infinite monsters. Challenge isn't that difficult to do. and that kind of makes it less interesting. [*]I love designing set piece encounters and they happen all the time. I want stuff that's weird and awesome to happen a lot. [*]I want my players to feel like they have no idea what's going on in the short term, but still understand the big overall picture and benefit from their own choices and insight. [*]I treat the Monster Manual as if it were a book on the shelf in a library in-game. That is, it's what some guy a hundred years ago said the monsters were like. You think all dragons fit into neat, color coded categories? What a neat myth, but nature isn't really like that! [*]I generally don't like having a lot of fantastic looking races. I feel like it detracts from the depth of the world. [*]I think spells over level 6 and class levels above level 10-13 or so are almost universally terrible designs. I really think the class levels should end about level 12, and then the game should do something else. I think Wish should be a capstone ability that is limited. 1/week, not cheap, and has a moderate risk of failure. [*]I think what you discover during gameplay should have more impact than what you choose from your class list. [/LIST] [/QUOTE]
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