Irda Ranger said:
It also barely mattered, since there were no "10,000 GP = Magic Item of your Choice" rules. You could hand out 100,000 gp (and I did!), and the most it could buy you was a castle and a bunch of men-at-arms to guard it. There was no Magic-Mart. That was cool, but it didn't make you more powerful in the dungeon. The only "unbalancing" treasure was giving out magical items that were too good (guilty of that too, before anyone asks). In that sense the lack of advice made sense.
There's no magic mart in my games either... Sure, I'm guessing some people probably use the "Magic*Mart" approach, but hey when I was a kid we did that in previous editions. We just had to make our own rules for costs and such.
The costs are also useful in my opinion for running games of higher levels. It allows you to equip a higher level character without the DM jhaving to waste time figuring out what's too powerful and such.
Usually not, I agree. In fact, your attitude closely jives with mine. However, some people seem to object to someone else having a "free" rank in Profession (Fishmonger). I wonder if that's healthy. Should there be more freedom in character design, or more equality? I think we have more equality now, at the cost of freedom. Clearly WotC is run by Communists. (just kidding! those guys are so focused on the money they couldn't possibly be Communists.)
I don't really object to a free rank. I object to saying the skill system is bad simply because it doesn't try to truly represent things that will never need to really be represented in the first place.
You have as much freedom as you always did. It's just in this edition, pains are taken to ensure that you don't have that "oh man, this character/game sucks" moment due to the rules as written.
If you want to hack it up and make it work differently you're still free to do so. Despite popular believe Mike Mearls isn't going to roll up to your house and shank you for using instant death attacks... (at least i don't think he will...)
You just shouldn't have to hack the rules just to ensure everyone gets a moment to shine...
Daggers didn't. As for stats, they were lower, but they also didn't really matter "in combat" because the benefit of high stats was an XP bonus, not +X to attack. My point was that a 1-6 sword blow could not drop you to -10. There's a lot more risk now.
But now stats do give bonuses.. Also did they have -10 in the old days? I thought that was a 3e thing (that most of us were doing with house rules?)
Fair point. This is both a business and a game, after all. I just thought it was interesting to observe the evolution from "fair in my opinion" to "fair on paper." After all, some people IRL choose to quit their jobs and work part-time or for lesser pay in exchange for reasons which can't be put down on a character sheet. I had players who occasionally made choices of that nature.
Sure, people are people, and they do weird people things... But again, the rules of the game shouldn't be directly responsible for those choices.
Now here's an attitude that probably deserves its own thread - mainly because I really, really object to it.

I
hate (note the italics) the idea that a monster should be chosen for it's CR. No, no, no! A monster should be chosen because it fits the story! Full stop.
Sure... Choose them anyway you please. Chose them randomly if you want, or based on what your t-shirt tells you while you're sleeping... I don't care.
My point was, that it allows them to be categorized, which in my opinion is good. (Since this is a game)
Generally I am opposed to anything that hints of "story elements chosen for tactical reasons", because if players want a "all tactics combat fest" there are much better options out there than D&D. A DM needs to play to D&D's strengths.
Send a group of 9th level warriors us against a couple of kobolds, and you have a boring night.
I'd personally never choose a monster solely based on CR, but I will scan lists of CRs within a certain range that meet what I'm looking for.
D&D is a game of both tactics and storytelling. A good DM in my opinion is good at mixing the two. Too far into tactics and you might as well be just war gaming, or DDm or Mage Knight...
Too far into storytelling, and the rules are pointless... Just sit around a campfire. (That has marshmallows!!!)
Mix them both and D&D shines.
A good GM can usually judge that on his own. I think it's a skill that has atrophied from reliance. (Not that that's always a bad thing - Plato was against learning how to read, since it weakened the memory (and he was right about that), but I think we agree that learning to read is a good idea). Whether its been a fair trade off or not, I'm not sure.
Shrug, sure for the most part, a good DM can. But why make it harder for them? Just so you can wear a quirky t-shirt that says "DMs Do it more difficultly?"
Make it easier for me. I have enough to do. I don't write things by hand when I can use a computer.
"Most"? I'm not sure that's true, since they only polled a favored section of the audience. And even if it was "most", it's take the rest of us along with them. OD&D's plethora of house rules meant less consensus - which meant more people were already playing the game they wanted to. Have more current versions of the game incorporated the "best" house rules, pronouncing them "right" and the rest "wrong"?
Not a question of "right or wrong" again you're free to mash it up however you want to. They simp,y made the game work from the start so you don't HAVE to mash it up.
Most maybe was the wrong word... Gamers in general? (as 3e brought a lot of anti-d&ders back into the fold.)
Well, maybe that's too strong. But they're certainly made my job harder. For example, I hate the magical item creation rules (and the close interrelated rules building class balance on presumed items) with the white hot passion of a thousand dying suns. Ergo, introducing that rule into the Core Rules has rendered D&D unplayable for me. Magic swords should MEAN SOMETHING!! WAS EXCALIBUR HANDED OUT BECAUSE ARTHUR WAS 5TH LEVEL???
At least now it HAS item creation rules instead of shadowy (it can be done, but thats all you man...) sort of idea they had in earlier editions...
That turned a lot of people off to the whole game... Now that rules like that are back, more people returned...
I think that some of the 3e changes (not all) have taken the play experience in directions may object to (hence, Diaglo & Friends), and that even if some (or most!) players asked for them, that didn't mean WotC should have complied. WotC's best efforts would have been put to providing the game people actually needed, not the game they thought they wanted. (The preceding statement approved by Henry Ford and Steve Jobs).
There will always be people objecting to change... They like things to stay the same... Shrug... They can still play the old edition.. No one's stopping them.
WOTC changed based on what it saw the majority of people were looking for, or what would bring the majority of people back into the game, thus keeping it alive and running. I fail to see why this is bad... They can't force people to play, and therefore accept whatever the game is currently offering.
They have to make the game what people want to play. If that meant correcting for rules that people thought didn't work, then so be it.