Dragonblade said:
Let me rephrase. "Fun" is of course subjective. But generally speaking, I think the VAST majority of players don't find the following fun at all:
Rolling a 1 for your HP when you level up.
I always let my players take what they rolled, or an average for the dice, whichever is higher. I don't really care that that leaves them with more hit points than your average monster because, as a DM, I have more invested with the survival of the characters than I do with the survival of their challengers.
Having to level down your PC simply because a monster TOUCHED you.
Restoration works wonders. If they have no restoration available on hand, they probably will later, and in the mean time it's fun watching the player squirm.
Having to sit out the entirety of a two hour combat because you failed a save in the first round.
Been there, done that, but the combat was not two hours long.
Having to sit through an hour of combat before you can take another turn because each person's turn takes 20 minutes because of all the iterative attacks involved.
The only time that's ever happened for me is when we take a pizza break or a violent rules disagreement (the latter usually end with the player getting a boot to the head).
Losing magical gear you slogged through 20 levels to get with the casting of a single spell (Disjunction), or because a monster (Rust Monster, Black Pudding, etc.) touched you (again!).
I think that there are cases where adventures give the PCs too much treasure and the DM needs a rules justifiable way of removing some of it from them. YMMV, but I don't agree that the game lacks balance if the characters aren't slogging around a U-Haul full of magical gizmos.
Spending 45 minutes calculating all the parties buffs and stackable bonuses, only to have a bad guy drop a Dispel Magic or a Disjunction in the first round and then it takes an hour to recalculate everything.
I tell my players to have their math done before its their turn and I don't ask them to go through it all with me before they roll. Does that impart a certain degree of trust that the player is going to do it right and not be deceitful? Yes, it does, but I've never had it fail. The math becomes quite a bit easier when Dispel Magic or Disjunction comes into play.
And for DMs, I think the vast majority don't find the following fun at all:
Having players Wind Walk through an entire dungeon you spent hours creating.Having players Scry-Buff-Teleport into the BBEG's headquarters and cutting him down in his sleep, thus prematurely ending a campaign you spent months building up.
There are all kinds of spells the BBEG can use to make these spells and others ineffective. If the player complains, I just say, "Hey, this isn't Quake and you can't turn god mode on. The guy who set this up for you assumed that someone would try that and put some permanent spells in place to prevent that from happening.
Wanting to use a vampire as a classic villain only to end up with a near TPK and a party that is now about 10 levels too low for the rest of your epic campaign.
Restoration. As for the near TPKs, or TPKs, a good DM knows when to fudge dice rolls and when not to. Don't tell my players this, but a TPK doesn't serve the greater interest of the game.
Having players who prefer to simply create a new character from scratch (and thus throw away pages of campaign backstory and history) because losing Con or a level just sucks too much.
Never had this happen. If I did have it happen, I would simply tell the player that I wasn't going to allow it.
Spending hours painstakingly advancing a monster or NPC only to see it die in one round.
Yeah, that kind of sucks. There is a 3.5 hack for E-Tools that allows me to more quickly generate advanced monsters.
And last but most importantly, having to create house rules or fudge die rolls to prevent any of the above from happening because the system is just fundamentally broken.
Having a game where the PCs can die is not a broken system. If it were broken, the ideal game is one where you would sit down to play, congratulate everyone for showing up, tell them that they win and are the most awesome players in the history of the game ever, and then sit for hours talking about how brilliant your character is. The DM exists to steer the game in the direction he intended, and if the die rolls go the other way, it is up to the DM to be the storyteller and figure out a way to fix things on the fly. If there were no need for a DM, that position would never have been written in as a fundamental aspect of the game.