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Kinda changing rules without telling players.
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<blockquote data-quote="Gothmog" data-source="post: 817712" data-attributes="member: 317"><p>Originally posted by Tsyr:</p><p></p><p></p><p>Not to make this sound personal Tsyr, but if I was a player in your game, I don't think I'd want to know these things ahead of time. A big part of the fun of D&D and any RPG for me is exploration and discovery. Granted, the counterspell thing should be told to spellcasters, but the other ideas (which I personally think are really cool mods) aren't something the players really need to know before they encounter it in game. If you let the players have this knowledge, it becomes MUCH harder for them to resist the temptation to meta-game. Heck, with what you said above, even the best role-player would be leery of taking a magic item from a spellcaster who was still known to be alive. None of the things you are proposing above are rules mods- they are simply flavor for your world, and flavor details don't have to be disseminated to players before hand. </p><p></p><p>On the other hand, in my game, I use a WP/VP system, defense bonuses, and altered spellcasting classes based on culture- these things I do tell the players since it does affect how the character would be played and how he would interact with the world. As another example, I don't tell the players that the faerie realms are actually a deep isolated portion of the spirit world, but that it can be entered during certain nights of the year undetected- it simply isn't something that should be common knowledge.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 817712, member: 317"] Originally posted by Tsyr: Not to make this sound personal Tsyr, but if I was a player in your game, I don't think I'd want to know these things ahead of time. A big part of the fun of D&D and any RPG for me is exploration and discovery. Granted, the counterspell thing should be told to spellcasters, but the other ideas (which I personally think are really cool mods) aren't something the players really need to know before they encounter it in game. If you let the players have this knowledge, it becomes MUCH harder for them to resist the temptation to meta-game. Heck, with what you said above, even the best role-player would be leery of taking a magic item from a spellcaster who was still known to be alive. None of the things you are proposing above are rules mods- they are simply flavor for your world, and flavor details don't have to be disseminated to players before hand. On the other hand, in my game, I use a WP/VP system, defense bonuses, and altered spellcasting classes based on culture- these things I do tell the players since it does affect how the character would be played and how he would interact with the world. As another example, I don't tell the players that the faerie realms are actually a deep isolated portion of the spirit world, but that it can be entered during certain nights of the year undetected- it simply isn't something that should be common knowledge. [/QUOTE]
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Kinda changing rules without telling players.
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