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My preferences for D&D are odd
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<blockquote data-quote="Ariosto" data-source="post: 5416277" data-attributes="member: 80487"><p>1) You are allowed to send your men on missions. That's an <em>implicit</em> rule, like, "You are allowed to use swords and battle axes to fight."</p><p></p><p>There are reaction and morale factors for testing their willingness to do something. There are as many "mechanical" provisions for missions conducted by my men as for missions conducted by anyone else.</p><p></p><p>2) That a player <strong>had to discover</strong> details of enchantments, from creating a spell or scribing a scroll, to brewing a potion or forging a magic sword, to breeding a chimera or safely(?) invoking a Pit Fiend, <strong>was by design</strong>. Mysteries requiring more than looking up in a handbook -- even in the "forbidden" DMG -- <strong>were of the essence of the game</strong>.</p><p></p><p>Ditto, by the way, rolling dice to "solve" puzzles and similar dodges. Actually doing one's own thinking was part of the fun of the game.</p><p></p><p>3) Your stronghold can build in wealth if you make investments that increase the tax base. That's allowed not just by common sense but explicitly. Likewise, you can -- believe it or not -- actually take the army and siege engines you are allowed to build and use them to raid or conquer neighboring baronies.</p><p></p><p>Players inevitably will engage in commerce within a few sessions in my experience, and doing deals does not suddenly stop when they become barons. Neither does talking with people, making and breaking alliances.</p><p></p><p>It never ceases to amaze me how determined some people are to see <em>prohibitions</em> where my friends and I have ever seen only their absence.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5416277, member: 80487"] 1) You are allowed to send your men on missions. That's an [I]implicit[/I] rule, like, "You are allowed to use swords and battle axes to fight." There are reaction and morale factors for testing their willingness to do something. There are as many "mechanical" provisions for missions conducted by my men as for missions conducted by anyone else. 2) That a player [B]had to discover[/B] details of enchantments, from creating a spell or scribing a scroll, to brewing a potion or forging a magic sword, to breeding a chimera or safely(?) invoking a Pit Fiend, [B]was by design[/B]. Mysteries requiring more than looking up in a handbook -- even in the "forbidden" DMG -- [B]were of the essence of the game[/B]. Ditto, by the way, rolling dice to "solve" puzzles and similar dodges. Actually doing one's own thinking was part of the fun of the game. 3) Your stronghold can build in wealth if you make investments that increase the tax base. That's allowed not just by common sense but explicitly. Likewise, you can -- believe it or not -- actually take the army and siege engines you are allowed to build and use them to raid or conquer neighboring baronies. Players inevitably will engage in commerce within a few sessions in my experience, and doing deals does not suddenly stop when they become barons. Neither does talking with people, making and breaking alliances. It never ceases to amaze me how determined some people are to see [I]prohibitions[/I] where my friends and I have ever seen only their absence. [/QUOTE]
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