Doug McCrae
Legend
What!!? In first ed?Storyteller01 said:I do remember the old system giving DM tips for storyline balance.
What!!? In first ed?Storyteller01 said:I do remember the old system giving DM tips for storyline balance.
Sejs said:All the while moving farther and farther away from its roots as ... a miniatures combat game.![]()
No sweat. It's a message board, it happens!WizarDru said:Sorry, It sounds more like I misunderstood you, or applied other folks arguments and wrapped them up with you.
Well, we've always been fine with trusting players to play what their character knows, not what the player knows, as most of us has spent time behind the screen.WizarDru said:I understand the sentiment, and that's not a bad solution. However, one thing I also come back to is that while I'm the main DM, I'm not the ONLY DM. This was true back in AD&D days, as well. How can I keep players ignorant of the stats for a beholder, if two of them used them in their own games last week? That's why I invented new monsters back then...but these days, I can do it consistently, within the rules...instead of by total fiat. I consider that a bonus of the system, not being forced into mechanical mode. Different folks may see it differently.
Well, I dunno what to say, other than the honor system has worked well with every group I have played with. The guys I have played with (with some exceptions of course), just plain understand that their characters cannot act on knowledge they do not have. When they start to stray, it's understood that the DM will prod them back.WizarDru said:Further, that whole idea is also somewhat flawed in that after the N-th encounter with monster X, the players will have a good idea of it's capablities, anyhow. The third time you fight a Chuul, you know everything there is to know about it...unless you modify it, which invalidates the whole concern about keeping the info secret in the first place. Besides which, there are so many monsters out there, my players rarely remember specific instances of more obscure creatures when they meet them, anyhow. Now, at that time, I may deny them access to the MM, during the encounter (who remembers the stats of a Yeth hound or Yrrthak of the top of their head, and their special attacks?), but I find it hard to believe that a wizard with an INT of 34 and a Knowledge Arcana of 40+ is going to have a hard time figuring certain things out about a creature. Again, that could be just me.
I never said exclusive. I'm not B.A. Felton. I know these guys have the books at home. I just don't let them thumb through the MM and such at the table. In retrospect, I guess I didn't make it clear in the original post. I assumed when I said "never", it would be obvious that I meant it in regards to that situation.WizarDru said:My point being is that if denying exclusive access to the DMG and MM, that it's a quixotic endeavour, and not really necessary to the game, per se.
painandgreed said:[snip]
I'm waiting for stores and dealers at comic shows to stat carrying individual minis so I can pick and choose (like they do Hero Clix) but so far, no luck.
Psion said:Yeah. But really, I think I would be hard pressed to deny that a large part of D&D's appeal is player empowerment. The trick for designers and DMs is to balance that so all the players have fun.
Greatwyrm said:I don't intend to bash, just observe.
I think in the beginning D&D (or rpgs in general) was it's own entity. As computer rpgs became more and more prevalent, there was a split between paper and computer. They were similar, but distinct. With 3e, D&D embraced the other path. For example, crpgs typically depend more on gear to make you better. I think that's more true in 3e than 2e. Whether this sort of thing is good or bad is up to the individual.
fredramsey said:All you have to do is go to http://www.rpg.net and click on the RPG store.
As a DM, I generally appreciate the guidelines myself. I always tended to be somewhat conservative with handing out treasure, influenced by 2e's concept of game balance = strict control of magic. So in my games the "gosh-wow" items tended to be pretty damn rare if it was an adventure I had prepared on my own, as I tended to avoid giving out stuff that might be too powerful. The 3e system of assigning different power levels to items, minor, medium, major, and epic give at least a rough estimate of how powerful the items are compared to each other, and as a result, I'm more generous with my treasures than I was in the past. However, I still randomly roll for the stuff, so the players aren't necessarily going to be following some standard pattern of gear improvement.Plane Sailing said:On the other hand it never got out of control in our campaigns - you might find a 10th level wizard with a staff of power or staff of the magi but so what? The fights were as hard, the victories were as sweet.
Giving out vorpal swords to 2nd level warriors was obviously a no-no, but the "treasure equivalence" has greatly reduced the specialness of magical treasure in my experience - partly because you often "can't" be given any of the gosh-wow items at levels below 10th now if the DM is following the guidelines (and that is what the guidelines are -for- after all!)
Psion said:Why would you do that if you click on the RPGshop link here, it sends you to RPGshop well, but with ENWorld getting a cut.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.