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<blockquote data-quote="Robert Ranting" data-source="post: 3161073" data-attributes="member: 28906"><p>Personally, I think that WotC has far too much content to just flatly allow all of it. More to the point, I don't feel that D&D's magic system is internally consistant or balanced vs. melee and ranged combat, even in Core-only games, so I feel completely lost trying to evaluate Psionics, the Tome of Magic systems or the Incarnum system's balance in comparison. I have a much better grasp of Arcana Evolved's magic system, and so it serves as my "core book" with a few non-spellcasting classes from D&D thrown in to fill niches or provide alternatives to more 3.5 inclined players. In the past, I've allowed my players to play some insane things (Warmain + Devoted Defender PrC + Ironmain PrC, and a Grippli out of Dragon magazine) but I've found it doesn't really add anything to the game except extra weight that I have to carry to the table every week. Your mileage may vary.</p><p></p><p></p><p></p><p>Actually, while I can't speak for Treebore's intent, I read his comments on power as being more of a social thing about the relationship between the DM and the Player. The DM's job is to determine what races, classes, and other options are viable for his campaign, and moreover, to remain knowledgeable of all those options to keep the game running smoothly. The more material the world holds, the more difficult it is for the DM to remember everything, and not every DM can manage everything that WotC can throw at him. Therefore, it only makes sense that DMs who can't keep up with the "kitchen sink" to put limits on what the players can take from beyond the core.</p><p></p><p>If the player wants to play something beyond those limits, and makes an issue of it, he's trying to take power (control over the setting's content) from the DM, and is exerting his social power on the DM (read this book and allow this class because <strong>I</strong> want you to let me use this). Now, the point of the game is to have fun, so ideally, some sort of compromise should be reached, but if the player doesn't want to comply with the DM's authority, then that's entirely a social issue, and has nothing to do with "powergaming" mechanics, and everything to do with social dynamics.</p><p></p><p>Robert "I've Been Told I Allow Too Much" Ranting</p></blockquote><p></p>
[QUOTE="Robert Ranting, post: 3161073, member: 28906"] Personally, I think that WotC has far too much content to just flatly allow all of it. More to the point, I don't feel that D&D's magic system is internally consistant or balanced vs. melee and ranged combat, even in Core-only games, so I feel completely lost trying to evaluate Psionics, the Tome of Magic systems or the Incarnum system's balance in comparison. I have a much better grasp of Arcana Evolved's magic system, and so it serves as my "core book" with a few non-spellcasting classes from D&D thrown in to fill niches or provide alternatives to more 3.5 inclined players. In the past, I've allowed my players to play some insane things (Warmain + Devoted Defender PrC + Ironmain PrC, and a Grippli out of Dragon magazine) but I've found it doesn't really add anything to the game except extra weight that I have to carry to the table every week. Your mileage may vary. Actually, while I can't speak for Treebore's intent, I read his comments on power as being more of a social thing about the relationship between the DM and the Player. The DM's job is to determine what races, classes, and other options are viable for his campaign, and moreover, to remain knowledgeable of all those options to keep the game running smoothly. The more material the world holds, the more difficult it is for the DM to remember everything, and not every DM can manage everything that WotC can throw at him. Therefore, it only makes sense that DMs who can't keep up with the "kitchen sink" to put limits on what the players can take from beyond the core. If the player wants to play something beyond those limits, and makes an issue of it, he's trying to take power (control over the setting's content) from the DM, and is exerting his social power on the DM (read this book and allow this class because [B]I[/B] want you to let me use this). Now, the point of the game is to have fun, so ideally, some sort of compromise should be reached, but if the player doesn't want to comply with the DM's authority, then that's entirely a social issue, and has nothing to do with "powergaming" mechanics, and everything to do with social dynamics. Robert "I've Been Told I Allow Too Much" Ranting [/QUOTE]
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