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Why I don't play D&D anymore
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<blockquote data-quote="Kalshane" data-source="post: 3132277" data-attributes="member: 9505"><p>I don't like psionics and don't use them in my games. I feel they're more much better for sci-fi than for fantasy. So I have nothing to weigh in on in regards to the power of psions.</p><p></p><p>For games I have run and games I have played in, we've never worried about a 4 encounter rule or ever assumed there would be a certain number of encounters per day. Sometimes it takes several sessions to get through a day, and sometimes weeks pass in the course of a session. There's never an instance, barring obvious "boss fights" where the players feel comfortable letting loose with everything they have. </p><p></p><p>None of the games I've played in or run have had magical "Wal-Marts". There are occaisional oppurtunities to commission the creation of magical items or you can tell the DM "Hey, my character is on the lookout for someone X item while we're in town" but that's about it. Even my one game world where I had an "Adventurer's Guild" the players had to pay regular dues to be make use of the facility and outside of healing potions (a guaranteed seller and fairly easy to make) they regularly only had a handful of magic items on hand for sale, and rarely were they exactly what the players were looking for." </p><p></p><p>In addition to combat XP, I regularly make use of ad hoc awards for completing storylines and for good RPing, though in recent years I've taken to giving those awards in the form of "Fate Points" which the characters can spend on re-rolls and the like or convert straight into XP if they wish. </p><p></p><p>While we try to make characters mechanically sound, we start with a concept and then build around it, rather than going for the megakillemall character. The only time someone will comment on another players character build is if the player is complaining about their character's effectiveness, at which point more mechanically experienced players will point out how they can rectify the problem. If someone is playing a sub-optimal character and enjoying it, what does it matter. The point is to have fun. The only character I've seen ever really questioned in recent memory was a gnome rogue/illusionist in an undead-heavy campaign and even then it was an "Are you sure? You're might have a tough time." thing rather than an "Oh my God, your worthless character is going to get us all killed!" thing.</p><p></p><p>I think, ultimately, it depends on the players and the DM, what they want out of the game, and what assumptions they have or don't have. For my group, we only make assumptions based on the stated rules and house rules for character generation and combat, and after that it's all up to the game world and the DM's judgement.</p></blockquote><p></p>
[QUOTE="Kalshane, post: 3132277, member: 9505"] I don't like psionics and don't use them in my games. I feel they're more much better for sci-fi than for fantasy. So I have nothing to weigh in on in regards to the power of psions. For games I have run and games I have played in, we've never worried about a 4 encounter rule or ever assumed there would be a certain number of encounters per day. Sometimes it takes several sessions to get through a day, and sometimes weeks pass in the course of a session. There's never an instance, barring obvious "boss fights" where the players feel comfortable letting loose with everything they have. None of the games I've played in or run have had magical "Wal-Marts". There are occaisional oppurtunities to commission the creation of magical items or you can tell the DM "Hey, my character is on the lookout for someone X item while we're in town" but that's about it. Even my one game world where I had an "Adventurer's Guild" the players had to pay regular dues to be make use of the facility and outside of healing potions (a guaranteed seller and fairly easy to make) they regularly only had a handful of magic items on hand for sale, and rarely were they exactly what the players were looking for." In addition to combat XP, I regularly make use of ad hoc awards for completing storylines and for good RPing, though in recent years I've taken to giving those awards in the form of "Fate Points" which the characters can spend on re-rolls and the like or convert straight into XP if they wish. While we try to make characters mechanically sound, we start with a concept and then build around it, rather than going for the megakillemall character. The only time someone will comment on another players character build is if the player is complaining about their character's effectiveness, at which point more mechanically experienced players will point out how they can rectify the problem. If someone is playing a sub-optimal character and enjoying it, what does it matter. The point is to have fun. The only character I've seen ever really questioned in recent memory was a gnome rogue/illusionist in an undead-heavy campaign and even then it was an "Are you sure? You're might have a tough time." thing rather than an "Oh my God, your worthless character is going to get us all killed!" thing. I think, ultimately, it depends on the players and the DM, what they want out of the game, and what assumptions they have or don't have. For my group, we only make assumptions based on the stated rules and house rules for character generation and combat, and after that it's all up to the game world and the DM's judgement. [/QUOTE]
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