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The rules keep stealing my thunder!
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<blockquote data-quote="CruelSummerLord" data-source="post: 3477812" data-attributes="member: 48692"><p>See, this is what drives me crazy about the new 3E rules sometimes-it's the idea that you have to do it the way the rules say, or else you're cheating. Same thing with crafting magical items-if you want a campaign where +1 shields are cherished treasures and even liches have to be thankful for what they can get, the tables in the DMG say that characters should have X amount of treasure at X level. Even if you don't want a game like that-where +1 swords and amulets of natural armor are easy to make-that's the general assumption these days, because of the way the rules are structured. </p><p></p><p>That's why I offer this bit of advice: If you don't like what the rules, or setting canon for that matter, say, then screw it and make up your own rules. Obviously, this should not apply just to you-as you say, your players have been wanting to do certain things when they don't have the "right" feats...in that case, given that you seem to be a fair and balanced DM, you go right ahead and let them try it, subject to your own rulings and decisions, of course. </p><p></p><p>No one from WotC or this forum is going to show up and arrest you if you change some rules. You as DM have every right to put your foot down and make a ruling, and to allow players the freedom to do things they might not be able to according to the strict letter of the rules. Just make sure you balance things out so the players can have their fun too-arbitrarily changing things in a way that seems as if you're deliberately out to screw the players and makes them think you're being unfair is bad, of course, so make sure the players can pull own little shenanigans once in a while too. </p><p></p><p>If you want a 1E-style campaign, where wands can't be manufactured until 13th level and permanent magical weapons can't be made until 18th level, you have every right to do so. If someone howls in protest, tough beans. Just point out to them that this means the BBEG isn't going to have as many magical resources at his disposal as he might like either, and he might have to send his minions into battle wearing ordinary armor and wielding non-magical weapons. </p><p></p><p>The BBEG might love to have a crystal ball to spy on the players, but because he's "only" a 12th level wizard he can't manufacture one and doesn't have one on hand. As such, he might have to use more conventional means to learn about what they're up to, and the players can detect these attempts, thwart them, or even use them to send false information, so that when the BBEG tries to prepare for them, he'll be in for a very nasty surprise. If the bad guys don't have all the magical goodies they might like to have, players can work this to their advantage. Their spellbooks might not have all the exact optimum spells to fight your players, or might not have the best ones memorized. </p><p></p><p>In short, point out that these rule changes can benefit your players, too-that way, they can get up to all sorts of crazy hijinks that the rules might not allow, but that you don't have a problem with. If you're a fair DM, as you seem, then they should be able to accept it when they can turn these rule changes to their advantage. If you want to make these kinds of changes, discuss them with your players beforehand and point out this very fact-it should make it easier to swallow.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 3477812, member: 48692"] See, this is what drives me crazy about the new 3E rules sometimes-it's the idea that you have to do it the way the rules say, or else you're cheating. Same thing with crafting magical items-if you want a campaign where +1 shields are cherished treasures and even liches have to be thankful for what they can get, the tables in the DMG say that characters should have X amount of treasure at X level. Even if you don't want a game like that-where +1 swords and amulets of natural armor are easy to make-that's the general assumption these days, because of the way the rules are structured. That's why I offer this bit of advice: If you don't like what the rules, or setting canon for that matter, say, then screw it and make up your own rules. Obviously, this should not apply just to you-as you say, your players have been wanting to do certain things when they don't have the "right" feats...in that case, given that you seem to be a fair and balanced DM, you go right ahead and let them try it, subject to your own rulings and decisions, of course. No one from WotC or this forum is going to show up and arrest you if you change some rules. You as DM have every right to put your foot down and make a ruling, and to allow players the freedom to do things they might not be able to according to the strict letter of the rules. Just make sure you balance things out so the players can have their fun too-arbitrarily changing things in a way that seems as if you're deliberately out to screw the players and makes them think you're being unfair is bad, of course, so make sure the players can pull own little shenanigans once in a while too. If you want a 1E-style campaign, where wands can't be manufactured until 13th level and permanent magical weapons can't be made until 18th level, you have every right to do so. If someone howls in protest, tough beans. Just point out to them that this means the BBEG isn't going to have as many magical resources at his disposal as he might like either, and he might have to send his minions into battle wearing ordinary armor and wielding non-magical weapons. The BBEG might love to have a crystal ball to spy on the players, but because he's "only" a 12th level wizard he can't manufacture one and doesn't have one on hand. As such, he might have to use more conventional means to learn about what they're up to, and the players can detect these attempts, thwart them, or even use them to send false information, so that when the BBEG tries to prepare for them, he'll be in for a very nasty surprise. If the bad guys don't have all the magical goodies they might like to have, players can work this to their advantage. Their spellbooks might not have all the exact optimum spells to fight your players, or might not have the best ones memorized. In short, point out that these rule changes can benefit your players, too-that way, they can get up to all sorts of crazy hijinks that the rules might not allow, but that you don't have a problem with. If you're a fair DM, as you seem, then they should be able to accept it when they can turn these rule changes to their advantage. If you want to make these kinds of changes, discuss them with your players beforehand and point out this very fact-it should make it easier to swallow. [/QUOTE]
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