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Schools of thought--Where we all stand on the big questions
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<blockquote data-quote="Kerrick" data-source="post: 4598051" data-attributes="member: 4722"><p>What you should do is divide this into categories, and then do a series of polls.</p><p></p><p>Here are my choices, by category (cause I didn't want an economy-sized post):</p><p></p><p><strong>Settings:</strong> Medium magic (GH, 1E); Give me a base setting I’ll do the rest (1e Greyhawk); Settings and novels being separate; I only really need and use one setting; roleplay/intrigue/politics/economics; detailed world politics and economies.</p><p></p><p><strong>Levels and Power:</strong> mid level games (10-20); Wizards at high levels ARE AND OUGHT TO BE feared; 10d6 caps to 3rd level damage spells (tough call, really); game balanced encounters (but the players should know when to RTFA); not all encounters are challenging; </p><p></p><p><strong>Gameplay:</strong> Detailed combat rules for combat moves, attacks and actions; Narrative crits; Lots of house rules; magic item stores (within moderation); role play; skills; feats; class-based system; feats (vs. Bo9S); prestige classes (vs. kits AND core classes - I think there are far too many base classes); describing exactly how you are searching; DM rulings; player skill (and some character abilities); heroic; no save or die; every class has its place, and some are more powerful than others at certain things, or at a lot of things (including rogues sneak attacking in combat); every character being able to do something every round of combat; we use CR; XP should be granted for ANY obstacle the party overcomes (but not loot); the battle happens while we do things only a PC group can do which helps determine the overall battle’s outcome (been there, done that); social interaction: both (RP it out; if you do well/poorly, it affects the roll); non-classed monsters; </p><p></p><p><strong>Accessories:</strong> Tabletop grid and dry erase (just to keep track of where everyone is, not to measure every single square); Miniatures (same); No tiles (never used them, but they could be handy); No structures (same here); no laptops for DMs or players; mood music while playing; sound effects while playing.</p><p></p><p><strong>Modules and adventures:</strong> Modules; standalone modules (I've never used/played an AP, so I can't really vote for it); paper magazines; paper core rules; paper supplements; hardcover books</p><p></p><p>Gygaxian V. Non-Gygaxian: huh?</p><p></p><p></p><p>My favorite setting of all time is: (fill in the blank) Ravenloft, 2E.</p><p></p><p>My favorite edition: D&D 3.5, though I have fond memories of games played during the 2E years.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4598051, member: 4722"] What you should do is divide this into categories, and then do a series of polls. Here are my choices, by category (cause I didn't want an economy-sized post): [b]Settings:[/b] Medium magic (GH, 1E); Give me a base setting I’ll do the rest (1e Greyhawk); Settings and novels being separate; I only really need and use one setting; roleplay/intrigue/politics/economics; detailed world politics and economies. [b]Levels and Power:[/b] mid level games (10-20); Wizards at high levels ARE AND OUGHT TO BE feared; 10d6 caps to 3rd level damage spells (tough call, really); game balanced encounters (but the players should know when to RTFA); not all encounters are challenging; [b]Gameplay:[/b] Detailed combat rules for combat moves, attacks and actions; Narrative crits; Lots of house rules; magic item stores (within moderation); role play; skills; feats; class-based system; feats (vs. Bo9S); prestige classes (vs. kits AND core classes - I think there are far too many base classes); describing exactly how you are searching; DM rulings; player skill (and some character abilities); heroic; no save or die; every class has its place, and some are more powerful than others at certain things, or at a lot of things (including rogues sneak attacking in combat); every character being able to do something every round of combat; we use CR; XP should be granted for ANY obstacle the party overcomes (but not loot); the battle happens while we do things only a PC group can do which helps determine the overall battle’s outcome (been there, done that); social interaction: both (RP it out; if you do well/poorly, it affects the roll); non-classed monsters; [b]Accessories:[/b] Tabletop grid and dry erase (just to keep track of where everyone is, not to measure every single square); Miniatures (same); No tiles (never used them, but they could be handy); No structures (same here); no laptops for DMs or players; mood music while playing; sound effects while playing. [b]Modules and adventures:[/b] Modules; standalone modules (I've never used/played an AP, so I can't really vote for it); paper magazines; paper core rules; paper supplements; hardcover books Gygaxian V. Non-Gygaxian: huh? My favorite setting of all time is: (fill in the blank) Ravenloft, 2E. My favorite edition: D&D 3.5, though I have fond memories of games played during the 2E years. [/QUOTE]
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