The top 100 'Sacred Cows' of Roleplaying

#6: Settings with standard amounts of magic being called 'high magic' is an annoying sacred cow. This is a fantasy game. It's assumed that there's going to be a good amount of magic in it. The default should not be considered high magic, then, but average magic.
 

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nr 7: Other people. They just don't get it. This isn't a game, its a serious collection rules designed to emulate reality in detail. The rules must be interpreted literally. Common sense can't be applied because it isn't common. Insults regarding Rollplay vs roleplay.
 

#8: That Alignment/Restrictions/Rules are Absolute, and the GM must abide by the RAW. - The GM can pick and choose what he wants, and is not forced to accept anything, even core rules.
 
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Rystil Arden said:
#6: Settings with standard amounts of magic being called 'high magic' is an annoying sacred cow. This is a fantasy game. It's assumed that there's going to be a good amount of magic in it. The default should not be considered high magic, then, but average magic.

QFT

9: Low Magic Campaigns : this belief that playing a fantasy game and stripping all the magic items makes it more "fun" (see post 1 :) ) If I want boring mandanity wiht the risk fo being beheaded, I will go to work. Plus 90% of GM's fail to rewrite the monsters when they go all low magic/cash and suddenly you have niether the ability nor the equipment to deal wiht them (worse in 3.0 when you needed as high a bonus weapon as possible to take on some monsters)

Feegle Out :cool:
 



#10: The core rules are perfectly balanced, and any option in a supplement that enables a character to be more powerful than a similar character built using options in the core rules only is evidence of power creep.
 


#12 (The mortal enemy of #2): People who think Oberoni's Fallacy is not a fallacy. Oberoni's Fallacy states that no game material can ever be unbalanced because the GM can rule 0 it. Baloney. Of course you can Rule 0 it, but that is not an acceptable excuse to apologise for blatantly unbalanced material in the game products you pay for. A feat called "Pretty Hard to Kill" that makes it so a character can never drop below 1 HP and is immune to death effects is unbalanced, whether or not the GM chooses to rule 0 it away.
 

#13 Rule 0. Intended as a mechanic to smooth gameplay, it has been abused by DM's for years to justify whatever pet project (read screw the players) he or she happens to like this month.
 

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