Go right ahead, gramps.diaglo said:do you want me telling you, whippersnapper.![]()
Go right ahead, gramps.diaglo said:do you want me telling you, whippersnapper.![]()
Again, though, this is half the problem: some players don't think a "themed" campaign world should "restrict" what the Core Rules give the false impression of entitlement to unless it's in print (print=playtested and valid, houseruled=arbitrary and broken). Yes, I agree with your earlier statement that they should be told to go GM their own game (although I have, at times, told certain individuals to go do something else that I won't mention here). However, this isn't the entirety of the issue. For instance, my mention earlier about the way I handle Prestige Classes getting me ripped on in several threads. This isn't a case of not allowing a person join my table, but rather of being publicly prosecuted for being incompetant, fearful of PC empowerment, railroading, power-mad, and so forth, by several posters that have absolutely no idea what gaming it my table is really like. They didn't see "campaign world conditions" or "playing style preferences" being discussed; rather, they saw only "restrictions" that they don't feel are valid within the gaming community at all and did their (pathetically) best to make it look like I was some kind of villain that the 3rd Edition rules are designed to "protect" players from (and thus how it relates to this discussion).jerichothebard said:Right - but those are not the core rules! They are campaign settings, which restrict the rules for the reasons of specific, campaign theme reasons.
The great thing about a sample of one is that unanimity is guaranteed.Bendris Noulg said:By how steadfastly and fanatically he embraced the new rules and hailed them for allowing the group to suck even more.
Sepulchrave II said:If you are DMing a 'Dark Ages' campaign - with byrnies, pattern-welded swords, skalds, ogres etc., you don't want a PC wandering around in a suit of full plate with a masterwork halberd and a compound bow - it doesn't fit. If the player appeals to the rules by saying 'but it says I can buy these for X gold,' you merely point out that it doesn't gel with the campaign you have created.
You could, of course, make extensive lists of house-rules in order to cover these contingencies. But why bother? Just make rulings on a case-by-case basis, and save yourself the hassle. You want a rapier? - No. You want a scimitar? - hmm, maybe. But that means I'll have to give some thought to culture XYZ - which I'd hoped to put off for a while. Sigh. (But the player also stimulates the DM to creativity, which is a good thing.)![]()
BelenUmeria said:I am just in a contentious mood today.
I still think that options over restrictions is the implied nature of the game. Restricting things like classes, feats, PRCs is seen as inherently bad.
For example, ow many people have you see over the last few years have used the "GMs should not have the power to make arbitrary decisions." This gets used whenever a GM says that they are restricting anything, even if the reason is not arbitrary.
In fact, most of these people consider "flavor" to be arbitrary.
jerichothebard said:Yes - but far less restrictions than previous editions, which is the comparison point.
Right - but those are not the core rules! They are campaign settings, which restrict the rules for the reasons of specific, campaign theme reasons.
Psion said:I think the point of "options not restrictions" is that the GM can provide restrictions instead of the system.
AFAIAC, this is a good thing. I'd rather be in the role of saying Dwarves can't be wizards (for example) than having the book tell me that and then see all material that would accomodate such a decision assume this is the case.
jessemock said:Let's say--just hypothetically, of course-- that somebody writes up an article outlining a campaign setting, then contributes this article to some sort of gaming publication. Now, the editors of this publication take a look at the setting and decide that, with regard to the newly-developed appetites of their supposed fan-base, the restrictions presented in the campaign setting are too much. In fact, these editors believe that any restriction not in accord with the core rules is too much.
So, they change the article to reflect their views.
Would such a thing, should it ever happen, indicate a broader trend? Would it mean that the new edition of D&D has produced a consumer-base that has been conditioned to disapprove of restrictions that conflict with the core rules--even in a campaign setting?
Should, in other words, full agreement with all of the options presented in the core rules always and forever trump any consideration of the tone of a campaign setting?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.