Bendris Noulg
First Post
I wouldn't consider the previous editions as "arbitrary", though... Rather, the designers (specifically EGG, but most of the others) had their own preference of fantasy and wrote rules that reflected that preference (comparing different box sets then, such as FR to Planescape to Dark Sun to Ravenloft, was similar to comparing different d20 products now).Orius said:Oh, I like 3.x D&D, but I don't think it's completely perfect. I simply prefer it's flexibility to the arbitrary rigidness of earlier rules.
Then again, I don't really see a difference between arbitrary decisions to make things rigid and arbitrary decisions to make things flexible. The both require someone "high up" to say "I think the game should be like...", and off it goes.
Tsk tsk... This sounds a bit to much like "literary and mythic != fun"... I know it's not what you meant, but it's the sort of thing that can spark flames.Oh, I agree. The rules in 2e were vague, and sometimes contradictory. However, I do think that it's a little too easy in 3e. The only real difference in our views is the degree to which we agree; it would seem that I have a preference for a higher level of magic in my campaign. No big deal, for me, I'm more interested in running fun game than creating a campaign that has a literary or mythic feel.
At any rate, I've no problem with potent magic, or even with the PCs having it. I'm just one to keep it rare in the world itself (making the PCs more special for having it) and making it part of in-game events to acquire it (rather than spontaneous spell generation, assumed research, assumed laboratory, assumed library, assumed temple/shrine, etc...).
Or consider it this way: While I may never give a PC [Spell X], there's nothing stopping the PC from researching [Spell X] and becoming the first spellcaster ever to have access to it. Low (Rare) Magic? Yes. Prohibited from PCs? Not in the slightest.
(And, naturally, keeping [Spell X] out of game play prior to the PC-creation of [Spell X], also means that NPCs won't have it either...)
While this isn't always the case in all Low Magic games, I've found (again, as a Player, and thus emulating similar as a GM) that it usually is.
Yeah, S&M had the majority of the guidelines, while HLC touched on it (it was more concerned with True Dwoemers, aka Epic Spellcasting's prototype).Yeah, I did mention Spells & Magic in one of these threads a couple of days ago. It took the vague and arbitrary DMG rules and added some workable and reasonable guideline for the DM to work with. IIRC, High Level Campaigns had similar guidelines. I don 't remember exactly how much the two books had in common, but I tHink the guidelines were compatible.