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The Culture of Third Edition- Good or Bad?

ph0rk said:
there should ever be a 'wrong way' for a player to meet a challenge - if they choose to burn down the building of the magistrate rather than pay a fine, so be it! (of course, there may be issues with that choice down the road...)

I could be misreading BelenUmeria's post, but based on what you've quoted, I think he meant a player who was bothered by a challenge because the DM was a little creative/flexible with the rules when implementing it, not a player who chose the wrong answer. Of course, I could be wrong, as I'm going only off of your quote. :)

Best,
Nick
 

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Kajamba Lion said:
I could be misreading BelenUmeria's post, but based on what you've quoted, I think he meant a player who was bothered by a challenge because the DM was a little creative/flexible with the rules when implementing it, not a player who chose the wrong answer. Of course, I could be wrong, as I'm going only off of your quote. :)
Being I was about to post the same thing, I'll just say you're right...
 

This is actually the point where I start to throttle down on my own participation in a discussion, especially since the "opposing" side has pretty much had to resort to contradictory answers to side-step questions, as well fall back on the falacy argument that homebrews aren't as "legitament" as published settings, which is pretty funny when you consider...

Edit: You know what? Nevermind. Screw it.
 
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ph0rk said:
You have no concept of the rightious fury of flame I had prepared to call down upon your head before I read that bit :)

(To be fair though, I -did- say I wouldn't be able to pick a class until the new psionics book came out and you told me what you were allowing from that, still holding out for that psychic warrior.)

Your judgement tends to refine my raw ideas, which ultimately makes my game worlds better.

I never mind when a player gives me their opinion or advice. I usually change or modify my material based on that advice. Heck, I prefer to have people speak up because that shows they are interested in the game.

In this case, KM activated my rod of DM authority and I had to jump into righteous battle. Of course, this whole conversation was a direct result of the DS article from Paizo where they had to say that a game world needed to be made more mainstream for it to be DnD, which really bites.

Actually, everyone here is right. This thread has lasted way too long with little conciliation on either side. And the people arguing are usually on the same side in other threads.:p I know that KM had my back in other conversations.

So....time to go pick a different fight! :D
 

barsoomcore said:
Not everybody likes the same sort of games.
Everybody ought to play the sort of games they like.
It's not a stupid idea to sometimes try something you're not sure if you like or not.
Just because somebody likes or dislikes something you feel differently about doesn't make them (or you) stupid or a jerk.
Except Julie Andrews. If you dislike Julie Andrews, you're a jerk. And Golden Retriever puppies.

Corrollaries:
Find out what sort of game a DM is running before you decide to play it.
Decide what kind of game you're running before you recruit players -- unless you're willing to change things according to player ideas.
Watch Mary Poppins.

Did I miss anything?

Oh-ho! Here I am applauding again! That's twice in one thread, man!

I think I'll .SIG that. :)

-The Gneech :cool:
 

Bendris Noulg said:
Exactly. That's really the role of psionics in the setting. To which, Paladins aren't a part of Dark Sun because "Good vs Evil" isn't the main theme of the setting; Rather, it was "Destruction vs Preservation" of the ecology/environment, for which Defilers/Preservers and (at higher levels) Dragons/Avignions (sp?) were the ideal representatives of the themes in play.

Paladins are just extra baggage.

But it's not the only theme. I seem to remember published materials that had PCs fighting the oppression of the wicked Templars. Paladins would most certain fit advanced stages of a campaign that focused on that element of Dark Sun, as character began to specialize in combating evil.
Just a slightly different spin on the destruction/preservation theme.

And I think defilers as sorcerers would make an excellent contrast with preserver wizards. Talk about a group of people being able to easily tap into and violate the life energy of the world.
 

BelenUmeria said:
And if a player wanted to play a gnome on a world with no gnomes? How about a player who wanted to play a city-concentrated rogue in a wilderness campaign? etc.

Sometimes there is a reason to ban races and classes. On my world, I have no desire to see someone play a mountain dwarf who is a smith. Why? Dwarves are nature lovers who work to keep the natural world healthy. They actually get a bonus to charisma.

I trust my players to play within the framework that I create. I give the same respect to any GM that I choose to game with. If there were no elves in said GMs game, then I would not whinge about the lack of elf.

I'd choose another race and enjoy myself.

So you find out what is it about gnomes that they want to play. Short people with big noses and a penchant for playing tricks? Guys who talk to burrowing mammals? There are plenty of ways of making do with things similar to those ideas.

And nature loving cultures have no need whatsoever for metalworking? Do they use any metal tools or weapons at all? If not, how about a mountain dwarven toolmaker or someone who makes the hide armors (in otherwords, playing the same role but geared to the right technology). Perhaps a mountain dwarf who has lived within another culture for years and learned different trades but who knows little about his own culture because he's been divorced from it for decades?

As I said, if the player isn't being a jerk any more than the DM is, something can be worked out.
 

billd91 said:
Paladins would most certain fit advanced stages of a campaign that focused on that element of Dark Sun, as character began to specialize in combating evil.
Just a slightly different spin on the destruction/preservation theme.
And a suitable reason to include a Paladin-ish Prestige Class or three (possibly using UA's Honor mechanics to determine one of the Prereqs). Of course, that's only in "my book", as the saying goes. In other words, I could easily houserule them in on that basis, but I would't expect another GM to (indeed, I know I'd be deviating from the setting material, which doesn't include Paladins because they aren't a common archtype of the campaign world and thus the problem with Paizo including them as a Base Class).

And I think defilers as sorcerers would make an excellent contrast with preserver wizards. Talk about a group of people being able to easily tap into and violate the life energy of the world.
Actually, when 3E came out, this is indeed what I had done (as I used Def/Prs from Spells & Magic during 2E). In the end, though, I made Sorcerers Elementalists (per Al'Qadim only with more emphasis on the elements) and converted S&M's Channelers (like Wizards but physically drained by casting spells), using Mystic Eye's Blight and Blood Magic (From The Hunt: RoE and Blight Magic) to "bypass" the Fatigue caused by Spellcasting. I've found this combination has worked quite well (of course, I run a campaign where magic is rare but doesn't have the same stigma that it carries in Dark Sun, but it's still worked none-the-less).

KM: Alright, I probably was a little "short" in my last post, but this debate has swung heavily into issues that are entirely based on subjective opinion. Consider for a moment your example of a Paladin in a Mesoamerican setting. While to you, the flavor-change was enough to justify its inclusion, to me it's lazy campaign design. If put in the same position (and having a thus-far unvisited Mesoamerican continent in my own world, so I could very well end up in it), I wouldn't have just used the Paladin Class but rather would have dug into Mesoamerican myth and lore, determined the kinds of abilities "holy" champions of those cultures were said to be endowed with, and written a whole-new Class based on that.

In my eyes, all you've done is take the mechanics that are designed to support a Charlamagne-esque Paladin Class-role and placed it into a completely foreign environment where the specific powers of the class may or may not even be culturally relevant. Which is why this debate has become one of subjective opinion: To you, the flavor change was good enough, while to me it is just an excuse for taking the "easy road" of campaign building.

Another point: That Homebrews have more to "prove" than a published setting. You give reasons that make entirely plausible sense to you, while I find the entire stance to be hogwash.

And Belen's right; the "lines of debate" are being held by the same people that hold the same line in other threads on similar issues. So we might as well question the viability of further discussion since we're at the point where the only thing any of us are gaining from it is repetition and frustration.

So perhaps indeed the time has come to "agree to disagree" and put it to rest.
 

Everyone, go watch Mary Poppins. If she doesn't have the answers to your questions, no one does. After all, she's practically perfect in every way.
 

Into the Woods

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