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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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<blockquote data-quote="Lanefan" data-source="post: 7954010" data-attributes="member: 29398"><p>Thanks for sharing your view of things and putting so much thought and effort into posting them.</p><p></p><p>From a long-distance and completely neutral viewpoint, while I don't entirely agree with all your views and ideas I can at least see the rationale behind most of them. There's only one real place where on a philosophical basis I'd dig in my heels a bit, and it's with this:</p><p>While your DM's choice of phrasing here is - to say the least - far from diplomatic, the underlying principle behind it is solid as a rock.</p><p></p><p>I'm a firm believer in the idea of the game world being static with regards to not morphing itself to suit the particular PCs that the players happen to have rolled up.</p><p></p><p>Thus, to follow your example, if the PCs use rapier, dagger, crossbow and hammer and the adventure wants to give them a +1 longsword then a +1 longsword is exactly what they'll get; and its on them to either find a way to make use of it or to stow it away and sell it once back in town.</p><p></p><p>If my PC specializes in an exotic weapon (say, glaive-guisarme) then I-as-player have to accept in my meta-thinking that the odds of my ever finding a magic one in the wild are going to be vastly lower than if I'd gone with a more common weapon. Well, so be it. When's the last time you ever found a magic glaive-guisarme in any adventure, published or homebrew?</p><p></p><p>Yeah, I didn't think so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And while I posit that it's on the DM (any DM) to provide mechanisms by which magic items can be commissioned*, it's not on the DM in any way to plant magic glaive-guisarmes in places where they otherwise wouldn't be just because my PC happens to use them.</p><p></p><p>* - where you pay an artificer who then takes a considerable time - months at least - to construct and enchant the item you paid for.</p><p></p><p>The one exception to this would be instances where the party are given customized rewards - usually divinely - for accomplishing a mission of some sort, or before setting out on one, an example being Galadhriel's gifts to the Fellowship on departing Lothlorien. Here the DM really should be tailoring the reward/gift to what the PC either most wants or most needs.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7954010, member: 29398"] Thanks for sharing your view of things and putting so much thought and effort into posting them. From a long-distance and completely neutral viewpoint, while I don't entirely agree with all your views and ideas I can at least see the rationale behind most of them. There's only one real place where on a philosophical basis I'd dig in my heels a bit, and it's with this: While your DM's choice of phrasing here is - to say the least - far from diplomatic, the underlying principle behind it is solid as a rock. I'm a firm believer in the idea of the game world being static with regards to not morphing itself to suit the particular PCs that the players happen to have rolled up. Thus, to follow your example, if the PCs use rapier, dagger, crossbow and hammer and the adventure wants to give them a +1 longsword then a +1 longsword is exactly what they'll get; and its on them to either find a way to make use of it or to stow it away and sell it once back in town. If my PC specializes in an exotic weapon (say, glaive-guisarme) then I-as-player have to accept in my meta-thinking that the odds of my ever finding a magic one in the wild are going to be vastly lower than if I'd gone with a more common weapon. Well, so be it. When's the last time you ever found a magic glaive-guisarme in any adventure, published or homebrew? Yeah, I didn't think so. :) And while I posit that it's on the DM (any DM) to provide mechanisms by which magic items can be commissioned*, it's not on the DM in any way to plant magic glaive-guisarmes in places where they otherwise wouldn't be just because my PC happens to use them. * - where you pay an artificer who then takes a considerable time - months at least - to construct and enchant the item you paid for. The one exception to this would be instances where the party are given customized rewards - usually divinely - for accomplishing a mission of some sort, or before setting out on one, an example being Galadhriel's gifts to the Fellowship on departing Lothlorien. Here the DM really should be tailoring the reward/gift to what the PC either most wants or most needs. [/QUOTE]
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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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