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in my experience putting rules in a separate book does nothing to keep players from learning the rules.
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in my experience putting rules in a separate book does nothing to keep players from learning the rules.
Back in 1e, my players never knew what was in either the MM or the DMG. Across the board, no matter who I played with, the "players" had never read those books, and only the DMs had. It was a known thing that you just didn't read the MM and DMG if you were a player. You didn't read those, in the same way you wouldn't read a module you were going to play in.
A bit OT but hey, we're nearly 200 posts in.I feel Burning Wheel or Blade of the Iron Throne will meet my needs much more.
Back in 1e, my players never knew what was in either the MM or the DMG. Across the board, no matter who I played with, the "players" had never read those books, and only the DMs had. It was a known thing that you just didn't read the MM and DMG if you were a player. You didn't read those, in the same way you wouldn't read a module you were going to play in.
Our group all DM'd, there was no separate DMG, and we never used things like magic items as-written, but more as a suggestion. Spells were only available once you found a spellbook or another magic user willing to share his knowledge. Stuff in the world had to be acquired, then tested to see what the heck it is.
I really don't see why the stuff in the DMG is treated like a shopping list. Just cause the kids scream "I want, I want" don't mean daddy gonna give it to them.
In 3e, sure. My games have always changed with the prevailing traditions of the editions.So, when in a large city, like Waterdeep, and the player says, "Hey, I've got enough gold for a +1 Flaming Burst Longsword, can I buy one, the usual answer in a lot of games, is, "Sure, go ahead."