Is 3e a GM Nightmare? Rules and beyond!

BiggusGeekus@Work said:
I have had the exact opposite. Before everything was very abstract. I remember as a kid, wondering who knew how to swim and who didn't. The DM would decide it based on our backgrounds. So suddenly we all came from oceanside towns and were the sons of wealthy scholars, so we could swim and read and have access to more money. 3e puts the kibosh on all that.

Funny, what you describe i consider good RPing--you have to come up with a background to have the skills. I think that's *better* than just spending skill points. Sure, in some groups, that'll mean everyone comes from the most-advantageous background. So what? When those rich scholarly swimmers get stranded in a dune desert, they'll be singin a different tune. As OtE points out, there is *no* need to watch out for mechanical character power--no matter how powerful the characters are, you can make interesting challenges for them, and that's all that matters: that everyone have fun.
 

log in or register to remove this ad

If you are having rules burnout, try this simple exercise:

Blank Day

For one session, don't do any prep. None, zero, zip. Every time you should refer to an NPC or monster, just look at a blank notebook page. Copy onto the player map from your blank graph pad.

Wing it during combat. A roll is usually high enough or low enough to not look up anyway. Give the bad guy an AC based upon your feeling of how hard he is to hit, nothing else. If a roll for something is somewhere close to the success/failure line, flip through your empty notebook for a second and then just say success or failure depending on your whim.

Make a major effort to not look at the books, if at all possible.

When mapping things out, use extra description as a way of stalling to work it out in your head.

This will seriously get you back into running the game and not just judging the rules.
 

eryndel said:
Belen -
What is it you are looking for in this thread? Is D&D harder on GM's then on players? Yeah, I think that's a no-brainer. I can't think of any game that is easier to run then play.

Is D&D harder then other games? Now that really depends on the game but again I don't think thats what you are asking.

D&D3E is definitely more work for the GM than, say, OtE. Is the ratio of GM-to-player work higher in D&D3E than other games? Than some, yes. And, for the record, i don't think the GM always has more to do in RPGs. With rules-light systems (so you can easily improvise) set in familiar settings (so you know what to improvise), i can get away with the same amount of prep work as the players (i.e., little-to-none--i don't even have to level characters between sessions). And with systems that give players more narrative control, i don't necessarily even have more work to do during the game, it's just a different knid of work.
 

woodelf said:


D&D3E is definitely more work for the GM than, say, OtE. Is the ratio of GM-to-player work higher in D&D3E than other games? Than some, yes. And, for the record, i don't think the GM always has more to do in RPGs. With rules-light systems (so you can easily improvise) set in familiar settings (so you know what to improvise), i can get away with the same amount of prep work as the players (i.e., little-to-none--i don't even have to level characters between sessions). And with systems that give players more narrative control, i don't necessarily even have more work to do during the game, it's just a different knid of work.

Less work and, actually...less of a game..
 

cildarith said:
Hey Belen, I pretty much agree with what you said.

I got burned out on 3E pretty fast and told my players I would never DM a 3E game again. Ever.

My players, however, thought 3E was the greatest thing ever (for some reason :rolleyes: ). So I told them that if one of them would like to be the DM I would happily participate in their game.

Needless to say, there have been NO takers, and we have played other game systems since then.

Among the extended group of players i know or know of, all of them love playing D20. None of them particularly enjoys running D20 of any flavor, especially D&D3E, but several will tolerate it for the group's sake. A frequent problem:
Group: let's play D&D!
Usual GM: ok, but i'm not running it.
Group: aw, come on.
UGM: nope--i'll gladly play it, but i ain't runnin' it.
G: it's not that hard.
UGM: ok, *you* run it.
G: well, i suppose we could play something else.

IME, nobody wants to run D&D3E, but everybody wonts to play it.

[Before i get flamed into oblivion: notice the "IME"--that's a great big "this is anecdotal evidence, not statement of empirical fact" flag.]
 


Always encouraging to see thuggery rear its head when someone takes issue (however small) with d20 or D&D 3E.

"Its not the system--its you!!!!"

Some people here are worse than some grognards I know.

As if the field of RPG hobbiest wasn't divided enough over countless issues.

I swear, its the same no matter where you go. :o

FWIW, Belen, Flexor, Woodelf, I happen to agree with you. Not that we're right, just that I agree with you.
 

Number47 said:
If you are having rules burnout, try this simple exercise:

Blank Day

For one session, don't do any prep. None, zero, zip. Every time you should refer to an NPC or monster, just look at a blank notebook page. Copy onto the player map from your blank graph pad.
[snip]
This will seriously get you back into running the game and not just judging the rules.

Heh. That's pretty much how i run *all* my games, regardless of system. Only for convention games do i do more prep (for those, there's no "next week" to recover, so it has to go right *today*).

Anybody who *hasn't* run a game that way, at least enough times to get reasonably comfortable with it, should, IMHO.

Heck, we run games like that all the time, with the added bonus of none of us really knows the rules. We'll just pick a game (that we've never played) off the shelf, the GM gets ~30-45min to read through it while we eat dinner, then we all make chars as fast as possible (while the GM invents the beginnings of a plot), and then we play. 5 hrs from opening the book to finished session. Works just fine. At least with some games. Some are too crunchy for that.

-----
Alternately, the rules-specific GM burnout can be easily avoided, IME, by simply not using crunchy systems. Don't run D&D3E or Storyteller or GURPS if you know you burn out on complex rules. [On the flip side, don't run OtE or Amber DRP or Feng Shui if you know you burn out on inventing stuff on the fly.]
 

I run the majority of my games on the fly. If I know I have a BBEG, or even a relevent EG, coming up, I will stat them out. If I have an unexpected need for an NPC, I will quick stat them in my head. If they become a recurring NPC, I will eventually stat them on paper.

Most of my prep work is for opponents that will be relevant combatants. Otherwise, it is all in my head while I am driving in the car, or eating lunch, or whatever.

That is one of the things I like about Dnd3E. I can mentally stat out an NPC with a high degree of accuracy. I know the character is "legal" so I can explain their abilities. That is important to me. Not because my players will call me on an inaccuracy, but because I owe it to them to play by the same rules. I don't feel like it impedes my creativity, but I just think in those terms.

Not better, not worse, but maybe different.
 

BardStephenFox said:


Interesting! I haven't seen the same situation. Maybe it is more about my players. I sometimes wish they were a little more creative. I just figure that maybe I haven't been as good at communicating how open I am to their ideas.

Would you mind providing an example of how DnD3E crunch inhibits the players? I might disagree, but I am very curious to hear it! :)

Simple examples (first ones that come to mind):
Skill Mastery and Take 10. This is a purely mechanical one, but by restricting Take 10 and, more importantly, by making unrestricted use a special nifty for the rogue, you've taken that option away. If i were the GM, everybody, at all times, could Take 10 on any roll. Period. This gives the players more control--they can go for the safe but mediocre result, or chance it on a die roll. The way it would probably play out for most groups i've been in, is some people would almost always Take 10, and some never would--just a matter of personality.

The numerous cool combat maneuvers that require a feat. [I'm inventing this particular one, but the general point stands even if this example doesn't.] Someone wants to swing from the chandelier to bypass the guards and drop on the lead badguy. However, there's a "Swashbuckling" feat that lets you execute a full-round move action and still attack in the same round, and this character doesn't have it. Now, if someone else spent a feat slot on being able to do this, it's not fair to them if you let the guy without the feat do it. If you let them do it at a modest penalty, the guy with the feat might still feel ripped off. If you insist on a hefty penalty, then nobody will do the cool stuff, except when they have the feat, and we're back to the "have to have the feat" situation.

In short, the more you define about what the characters *can* do, the more you implicitly define about what they *can't*. In purely mechanical areas (combat is the best example of this in D&D3E), this generally translates to missed options.

But this philosophy can affect the whole play of the game. Frex, the emphasis on mechanical balance means that you can't do a lot of stuff that would be mechanically unbalancing, even though it might not be a problem in actual play. Picking your crits, frex. I've played in and run games where the players can choose when their critical results happen (usually to a limited degree--only so many fate chips, or whatever--but not always). This doesn't necessarily result in more crits by the PCs. It just depends on concept.

Similarly, what a crit is is defined very strictly. What if the rules just said "on a critical hit, you get an extraordinary result" (much like botches are handled in Ars Magica, frex)? A creative player might use this to cut an opponent's belt, forcing him to hold his pants up or trip over them, rather than doing double damage. Can you do such things? Yes, but the power is in the GM's hands, because she gets to decide as soon as you go outside the rules. Shift the balance of power a bit in favor of the players, and *they* get to decide about such things, rather than the GM *or* the rules.

An example: in a D&D3E game i was playing a monk. 3rd level at the time, i think. We were fighting this big 2-headed demon-dog thing, and not having much luck. So i got the "bright" idea to try and inconvenience it a bit: i had an immovable rod, so the plan was to dive at it, reaching as far down its throat as i could, activate the immovable rod, and then leap back before it could take my arm off. Now, without Spring Attack, i'm pretty certain there's no way to do that in D&D3E. Luckily for me, the GM decided to go the player-empowerment route: it was a cool, in-character move, so he let me try. A few very difficult (but lucky) rolls later (i think he had me make two tumble checks and an attack roll, and risk an AoO or 2), and i had a very slimy, but intact, arm.

By the book, the crunch of D&D3E prevents that sort of stuff, because it's against the rules. And, in philosophy, it works against such player empowerment by having an attitude of "you can do what the rules say, no more".

I can probably come up with better examples, given some time to think about it, if you'd like.
 

Pets & Sidekicks

Remove ads

Top