Philotomy Jurament
First Post
Well, I'm glad somebody read it (and it's a bonus that you agree). I thought my post had been lost in storm...Akrasia said:I certainly agree with your main points here.![]()
Well, I'm glad somebody read it (and it's a bonus that you agree). I thought my post had been lost in storm...Akrasia said:I certainly agree with your main points here.![]()
Piratecat said:Adding action points might help, too, especially if you specify that you have to describe something really cool when you spend one.
Piratecat said:It sounds obvious, but have you tried explicitly telling your players that they can use skills untrained and try stuff not in the rules?
Adding action points might help, too, especially if you specify that you have to describe something really cool when you spend one.
FireLance said:Seriously, I don't think it's a 3e problem. I think it's a holdover from previous edition where there were absolute restrictions. A wizard couldn't use a longsword, ever*. Even with a -4 penalty. A wizard couldn't cast spells in armor. Even leather armor effectively had a 100% chance of arcane spell failure.
3e no longer has these restictions, but it looks like these players are still stuck in 2e's absolute no mindset.
* Gandalf's ability to wield Glamdring was often cited as "proof" that he was a dual-classed Fighter/Wizard.
Lorehead said:"If it's not in the rules, you can't do it" isn't new, or even on the rise.
....
I haven't met those DMs who won't let players take actions allowed by the rules because it's not on the character sheet, but I very much doubt that those DMs were more willing to make up house rules on the spot for 1E or 2E than for the more streamlined rules we have today.
harmyn said:Now my beloved classic definitely had some major flaws of its own (halfling class anyone?) but it also offered many things to those who did a bit of digging. Skills that could act as both feats and specialized training that you could choose, Weapon Mastery (a truly great system that has yet to be equalled in any other incarnation of D&D IMHO), the proto-prestige classes of Paladin, Knight, Avenger, Druid, Hin Master, Merchant Prince, Sea Prince, and Shadow Elf-Shaman. Provided variants for Dwarf-Clerics, expanding a few halfling abilities, elf-Priests, Secret Crafts for magic-users, and clerical boons given by immortals to their priests. Variant classes included shamans, rakes, and foresters; and you could play humanoids if you wanted to under another optional supplement.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.