WizarDru
Adventurer
Well, I'm an old school gamer, all my players are as well as a significant portion of this board. Many of us recall 'Monty Haul' play style from then, too. I have three words for you: "Tomb of Horrors". Written by EGG specifically to humble power-players, who were just as much a problem then as they are now.francisca said:I asked the DM about via an e-mail later. He confessed to being an old-school gamer, and he didn't like that, but it seemed to be the defacto way that stuff was handled in LG, so he just rolled with it.
No way, ever? That seems more than a little unfair to casters who have to summon creatures, with no idea of their abilities or statistics. One of the things I like the most about 3E is how easy it is to tinker with monsters, so that PCs are never quite sure about what they're facing. Sure, it looks like an umber hulk...but why is it blindfolded and...hey, it can tumble! Look OUT!francisca said:Still, when I'm running a 3.X game, there is no way in hell I'd let a player look through the MM. So, I'm not bound by the rules to do so. (And I still have rule 0.)

Well, I've already stated why the term "Videogamish" is a poor choice, IMHO. But it ignores a basic fact: video games got many of their central concepts.....FROM D&D. Wotc's current marketing even embraces this fact, with the "We invented God Mode, We invented the First Level and We created the first Boss" ads. I remember AD&D...and I remember it being all about the items, the spells and killing the monsters and taking their loot...when I was 14. Character levels and XP? D&D. Power-ups? D&D. Character progressions? D&D. Kewl Loot? D&D. What magic-user didn't lust after the Staff of Power? What character didn't...well, wonder, what would happen if he drew from the Deck of Wonder? What caster didn't dream of casting a 9th level spell? What warrior didn't dream of +5 weapon, or slaying a dragon?francisca said:However, I still contend, with everything designed/formulated/balanced, 3.X does enable a particular kind of play (per above), if not outright encouraging it, in a way that the previous editions did not. Couple that with the ever increasing array of "kewl stuff", the "cheat book/save game" mentality that many players have, it's no wonder many decry 3.X as "videogamish" and the province of munchkins.
How do the G-D-Q modules specifically encourage role-playing in a way that the 3e adventure path does not? How does AD&Ds vast array of charts and tables magically push players towards deeper roleplaying? Was my 18/56 strength an impetus to be a more interesting character? IMHO, we roleplayed in AD&D in spite of the system, not because of it.