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<blockquote data-quote="Mythmere" data-source="post: 1563066" data-attributes="member: 7995"><p>Kae-Yoss:</p><p>All your points are well taken. You DM the way I normally do, and generally for the same reasons. </p><p></p><p>"Remember that wizards now get 2 free spells per level, so either your limit on spells will be moot, or you get rid of the 2 free spells and give the wizard a serious disadvantage (since it's the only class that needs to find his spells, everyone else either has his spells known or is provided by his god/power)"</p><p></p><p>I'm going to keep the 2 free spells, but eliminate the ability to buy more with the exception that wizards guilds allow purchases of spells 2 levels lower than the player has the capability to cast. Trading spells is forbidden by various game mechanics that can be circumvented by a "law-breaking" type of adventure. Yes, this seriously disadvantages the wizard; I'm offsetting this by putting spells out there in the wilderness that are somewhat more powerful than the PH version. These will have Vancian names and effects.</p><p></p><p>Re power levels being identified: "I don't know how that is different from 3e. It depends on the DM, I think. In the first 3e-Campaign I played in, we were able to secure a lot of political power." </p><p></p><p>It is a DM guideline to notify the players that they can attain the goal without having it constantly pulled out of reach. I actually just cut and pasted DM guidelines that I'm going to give to the players. I have no problems with the 3.5 rules (or I'd just go back to 1E); my goal is to reproduce the feel not of the 1E rules, but of the "feel" that was predominant in early gaming.</p><p></p><p>Training:</p><p>"Another thing I always hated about pre 3e. You're out there, fighting for your dear life, and gain all the experience which for all purposes *is* your becoming better at what you do, but you have to find someone who trains you (and give him a lot of money) to actually become so. This just breaks my suspension of disbelief: Why would anyone go out adventuring on level 1, if adventuring doesn't let you advance? I'll just stay in my training facility and spend the 3 weeks the instructors need to get me up to level 20"</p><p></p><p>There are advantages to this system, too, however. In fact, lots of people think the "immediate level up" is what violates willing suspension of disbelief. I'm even up; the two systems have a different "feel," that's all.</p><p></p><p>Other notes:</p><p>Strongholds promote role playing and give the players a feeling of identity and rootedness in the fantasy world. Yes, the rule is arbitrary. I'm actually TRYING to reintroduce some arbitrariness into the feel of the campaign (just like with a big spread on random encounter strength). I want the players to feel that they are fighting against something impersonal and with a reality separate from my own decisions; the game system's rules provided challenges in 1E, whereas everything is up to the DM even by 2E. </p><p></p><p>There is a greater feeling of victory, I think, when you have outsmarted the somewhat arbitrary challenges of the game system's world than when you have just beaten a series of challenges pegged precisely to your capabilities, and feel that regardless of how powerful you become, your character's life will continue to be a series of challenges pegged to his capabilities. This is also the reason for not fudging DM die rolls.</p><p></p><p>Thanks for a comprehensive and well-thought-out answer! While I was writing my response, the overarching method of my madness got better defined in the paragraph directly above this one.</p></blockquote><p></p>
[QUOTE="Mythmere, post: 1563066, member: 7995"] Kae-Yoss: All your points are well taken. You DM the way I normally do, and generally for the same reasons. "Remember that wizards now get 2 free spells per level, so either your limit on spells will be moot, or you get rid of the 2 free spells and give the wizard a serious disadvantage (since it's the only class that needs to find his spells, everyone else either has his spells known or is provided by his god/power)" I'm going to keep the 2 free spells, but eliminate the ability to buy more with the exception that wizards guilds allow purchases of spells 2 levels lower than the player has the capability to cast. Trading spells is forbidden by various game mechanics that can be circumvented by a "law-breaking" type of adventure. Yes, this seriously disadvantages the wizard; I'm offsetting this by putting spells out there in the wilderness that are somewhat more powerful than the PH version. These will have Vancian names and effects. Re power levels being identified: "I don't know how that is different from 3e. It depends on the DM, I think. In the first 3e-Campaign I played in, we were able to secure a lot of political power." It is a DM guideline to notify the players that they can attain the goal without having it constantly pulled out of reach. I actually just cut and pasted DM guidelines that I'm going to give to the players. I have no problems with the 3.5 rules (or I'd just go back to 1E); my goal is to reproduce the feel not of the 1E rules, but of the "feel" that was predominant in early gaming. Training: "Another thing I always hated about pre 3e. You're out there, fighting for your dear life, and gain all the experience which for all purposes *is* your becoming better at what you do, but you have to find someone who trains you (and give him a lot of money) to actually become so. This just breaks my suspension of disbelief: Why would anyone go out adventuring on level 1, if adventuring doesn't let you advance? I'll just stay in my training facility and spend the 3 weeks the instructors need to get me up to level 20" There are advantages to this system, too, however. In fact, lots of people think the "immediate level up" is what violates willing suspension of disbelief. I'm even up; the two systems have a different "feel," that's all. Other notes: Strongholds promote role playing and give the players a feeling of identity and rootedness in the fantasy world. Yes, the rule is arbitrary. I'm actually TRYING to reintroduce some arbitrariness into the feel of the campaign (just like with a big spread on random encounter strength). I want the players to feel that they are fighting against something impersonal and with a reality separate from my own decisions; the game system's rules provided challenges in 1E, whereas everything is up to the DM even by 2E. There is a greater feeling of victory, I think, when you have outsmarted the somewhat arbitrary challenges of the game system's world than when you have just beaten a series of challenges pegged precisely to your capabilities, and feel that regardless of how powerful you become, your character's life will continue to be a series of challenges pegged to his capabilities. This is also the reason for not fudging DM die rolls. Thanks for a comprehensive and well-thought-out answer! While I was writing my response, the overarching method of my madness got better defined in the paragraph directly above this one. [/QUOTE]
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