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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 1480102" data-attributes="member: 2067"><p>Another strawman?</p><p></p><p>Sorry if I gave that impression, but that just doesn't accurately reflect my views on the issue. I, personally, request that a DM that I play for be forthcoming with his motivations for changing the rules that he does so that I can make an educated opinion about whether or not his game is something I'd enjoy.</p><p></p><p>I have had no expectation that a DM change his world to accomodate a specific character concept, as I have repeatedly said.</p><p></p><p></p><p></p><p>The rules support the flavor. A wizard can be a faithful warrior of religion, but only a Paladin gets his Cha bonus to his saving throws because of his moral righteousness, only a Paladin alleviates suffering with a touch of his hands, and only a Paladin will loose these powers if he strays from the path. Those rules help enforce the idea of a sacred warrior dedicated to an ordered, benevolent code, but the mechanics of a wizard don't. They don't preclude it, but they don't help the idea in the slightest. What's the point of playing a moral wizard if playing an immoral or amoral one works exactly the same way? </p><p></p><p></p><p></p><p>Rule Zero is the trump. It means that the DM has final say. It doesn't mean I have to tacticly accept a bad DM's arbitrary rulings just because Rule Zero is there, however. And it doesn't mean that I have no right to ask about a DM's motivation. If Rule Zero means you won't explain your reasoning to me, that's just not something that meets my own personal standards of an 'enjoyable game.' Sorry.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1480102, member: 2067"] Another strawman? Sorry if I gave that impression, but that just doesn't accurately reflect my views on the issue. I, personally, request that a DM that I play for be forthcoming with his motivations for changing the rules that he does so that I can make an educated opinion about whether or not his game is something I'd enjoy. I have had no expectation that a DM change his world to accomodate a specific character concept, as I have repeatedly said. The rules support the flavor. A wizard can be a faithful warrior of religion, but only a Paladin gets his Cha bonus to his saving throws because of his moral righteousness, only a Paladin alleviates suffering with a touch of his hands, and only a Paladin will loose these powers if he strays from the path. Those rules help enforce the idea of a sacred warrior dedicated to an ordered, benevolent code, but the mechanics of a wizard don't. They don't preclude it, but they don't help the idea in the slightest. What's the point of playing a moral wizard if playing an immoral or amoral one works exactly the same way? Rule Zero is the trump. It means that the DM has final say. It doesn't mean I have to tacticly accept a bad DM's arbitrary rulings just because Rule Zero is there, however. And it doesn't mean that I have no right to ask about a DM's motivation. If Rule Zero means you won't explain your reasoning to me, that's just not something that meets my own personal standards of an 'enjoyable game.' Sorry. [/QUOTE]
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