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How to un-cheese D&D?
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<blockquote data-quote="CruelSummerLord" data-source="post: 3492509" data-attributes="member: 48692"><p>Destil, Emirikol, Shin Ji, EditorBFG, Ravellion, drothgery, Brother MacLaren, and others have made some excellent points, namely about the 1,001 exotic races and how players expect them to be available, players who whine and complain if they don't have X amount of wealth and magic items as shown in the books, and how giving characters fewer magic items increases the chances of being slaughtered. </p><p></p><p>I raised several of these points in my "Does D&D 3E dictate a certain style of play?", which these posts seem to confirm, but I was simply shouted down or told that the problem didn't exist, although a few people did agree with me. </p><p></p><p>Suggestions: </p><p></p><p>-Feel free to blow off the rules when your judgment thinks something else. If the players don't have some obscure feat to do something, but they want to try it anyway, let them. </p><p></p><p>-Personalize your magical items, and make magic meaningful again. That +2 ring of protection isn't just an ordinary ring-describe it, maybe give it a bit of background, instead of just making it one of the twinks that every lowly minion has to boost their AC, as some FR sourcebooks are wont to do. If you get a magical item, describe it, attach some legends to it, or what have you. That greatly enhances the atmosphere of the game, and makes magic seem like something special, not something that's just used to tweak out and max your character's killing capacity. </p><p></p><p>-No twink races. Dwarves, elves, gnomes, halflings, half-elves, half-ogres, half-orcs and humans are the ONLY choices allowed for races. And no prestige classes either, unless the player is willing to put in the time and effort to learn it, instead of just breezily deciding to add a few levels of this and a few levels of that. </p><p></p><p>-When you do introduce the exotic, make sure it stays exotic. If your PCs get something unusual, make sure to remind them, both in and out of character, just how special their characters are. </p><p></p><p>-Explain to your players very clearly that these changes are going to be made, so they won't howl in protest when their half-qullan-half-beholder/witchslayer/spellsinger/bladetwinker with the Highland Jumping feat isn't allowed in the game. A DM has the right to dictate what is and is not acceptable in his game, and players are quite welcome to set their own parameters when _they_ get in the driver's seat. </p><p></p><p>Again, I would like to thank the posters I cited above. It's nice to know that I'm not the only one who feels this way. Especial props to Brother MacLaren and EditorBFG for helping me realize just what it is that bugs me so much about 3E: the exotic becoming common. Blah.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 3492509, member: 48692"] Destil, Emirikol, Shin Ji, EditorBFG, Ravellion, drothgery, Brother MacLaren, and others have made some excellent points, namely about the 1,001 exotic races and how players expect them to be available, players who whine and complain if they don't have X amount of wealth and magic items as shown in the books, and how giving characters fewer magic items increases the chances of being slaughtered. I raised several of these points in my "Does D&D 3E dictate a certain style of play?", which these posts seem to confirm, but I was simply shouted down or told that the problem didn't exist, although a few people did agree with me. Suggestions: -Feel free to blow off the rules when your judgment thinks something else. If the players don't have some obscure feat to do something, but they want to try it anyway, let them. -Personalize your magical items, and make magic meaningful again. That +2 ring of protection isn't just an ordinary ring-describe it, maybe give it a bit of background, instead of just making it one of the twinks that every lowly minion has to boost their AC, as some FR sourcebooks are wont to do. If you get a magical item, describe it, attach some legends to it, or what have you. That greatly enhances the atmosphere of the game, and makes magic seem like something special, not something that's just used to tweak out and max your character's killing capacity. -No twink races. Dwarves, elves, gnomes, halflings, half-elves, half-ogres, half-orcs and humans are the ONLY choices allowed for races. And no prestige classes either, unless the player is willing to put in the time and effort to learn it, instead of just breezily deciding to add a few levels of this and a few levels of that. -When you do introduce the exotic, make sure it stays exotic. If your PCs get something unusual, make sure to remind them, both in and out of character, just how special their characters are. -Explain to your players very clearly that these changes are going to be made, so they won't howl in protest when their half-qullan-half-beholder/witchslayer/spellsinger/bladetwinker with the Highland Jumping feat isn't allowed in the game. A DM has the right to dictate what is and is not acceptable in his game, and players are quite welcome to set their own parameters when _they_ get in the driver's seat. Again, I would like to thank the posters I cited above. It's nice to know that I'm not the only one who feels this way. Especial props to Brother MacLaren and EditorBFG for helping me realize just what it is that bugs me so much about 3E: the exotic becoming common. Blah. [/QUOTE]
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