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Thread: Red Flags for DMs?
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2017-05-27, 08:30 AM (ISO 8601)
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Re: Red Flags for DMs?
You can sort of do it if you use some sort of automatic bonus progression and stick to the more broadly capable classes (Warblades instead of Fighters, that sort of thing). And allow environmental actions to provide benefits on par with full attacking. And maybe stick to E6ish instead of allowing indefinite advancement into high levels. But D&D is sadly not great at the "magic is potent and useful but not common" business. Not only because half your expected power progression comes from items, but because spells are friggin' everywhere in the system, and they're cheap and easy and reliable. So... yeah, you're probably best not trying to run a magic-is-rare-and-special game in D&D; by the time you finish all the houserules, you're basically playing an entirely different d20 game.
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2017-05-27, 09:33 AM (ISO 8601)
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Re: Red Flags for DMs?
I think this could be a thread all to itself - and I'd be surprised if there haven't been such threads here before, actually.
3e has an expected balance point / range. As written, that balance involves lots of magic, from WBL items to casters to fantastic beasts. Attempting to change this can, obviously, have serious repercussions to play.
Making spell components rare should in itself probably be a red flag, per this thread. It's bad enough that the fighter can swing his sword 14,400 x (1-5) times per day, while the poor caster is so very limited in how many spells they can cast. Making spell components rare just adds insult to injury.
Ignoring balance for a moment, IMO, if you want to make magic rare, make it cool. A returning adamantine shotput that is hollow, and, when opened, acts as a few inch range mage hand (no concentration required to hold things inside the sphere). A staff made from a solidified beam of sunlight. A rainbow, forever held within a crystal ring, fashioned in the form of a möbius strip. Those are just a few of the unique items that have made it into my games.
IMO, items should be things that someone actually made. Back in 2e, I had a few characters craft items. Here's what I can remember, off the top of my head:
- Staff of the Wild Magi - lots of description of how it's 3 incongruous materials fused together, studded with powdered gemstones, and capped with a butterfly trapped in Amber. Functionally, it is a Staff of the Magi, but with Wild Magic spells in place of the standard array of spells.
- 6-Shooter - A hand crossbow grip beneath a platinum tube, at the end of which is a rotating cylinder of 6 stubby inset wands. This device allows you to charge one item (the cylinder) to power any of the 6 attached custom-built wands.
- Armus' Polyhedron Gateway - the rough size and appearance of a d12, this red glass item was created from a whole laundry list of components, including shavings from a gp and soil samples from each of the prime material worlds to which the device is attuned. Armus' Polyhedron Gateway is a not-so-cubic Cubic Gate; each of the 10 "active" faces is attuned to a different prime material world - the homes of the Armus' party members who, like Armus, were all abducted from their various home worlds. Armus collected those components over months/years of play.
- Left - created from the mouth of a... Um... Duplicating sphere thing... This glove / bracer / hand puppet is a psionic artifact granting the vast majority of the psycho metabolic school.
- Right - created from the mouth of a... Um... Duplicating sphere thing... This glove / bracer / hand puppet is a psionic artifact granting Dimension Door.
- Endbringer - this sentient blade I sadly remember little about, other than that it would Disintegrate any foe, and was crafted as a holy relic for a newly-ascended deity.
- several variations on Deck of Many Things.
In 3e? Eh, I've crafted some stat boosters, a few weapons, probably some armor, a Ring of Spell Storing for a demon, probably some boots. I can't really remember.
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2017-05-27, 09:43 AM (ISO 8601)
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- Oct 2011
Re: Red Flags for DMs?
Those games make magic mundane because the only way for a character to get access to it is for everyone else to have access to it as well. It must dropped by monsters, it must be sold in stores. Tabletop RPGs have no such restriction: you can bend the narrative arc to fit just about any magic rarity (except for non-existent) and still have the characters looking like Christmas trees under a detect magic with the Players having exactly what they want.
This is why I put this as a flag for DMs: it's a sign of a lack of imagination. It indicates that the person in charge thinks the world is playing a game, instead of the game trying to model a world.
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2017-05-27, 12:33 PM (ISO 8601)
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2017-05-27, 12:49 PM (ISO 8601)
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2017-05-27, 01:07 PM (ISO 8601)
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2017-05-28, 02:55 AM (ISO 8601)
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Re: Red Flags for DMs?
Imagine if all real-world conversations were like internet D&D conversations...
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2017-05-28, 09:56 AM (ISO 8601)
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Re: Red Flags for DMs?
Well, there's several issues here that contribute to this "problem".
The first is that having an expected balance point means that wasting money on things that don't pull their weight is potentially suicidaly stupid.
The second, related issue is that abstracting the components to "X thousands of GP worth of components" removes a lot of the flavor and impetus to care about the details. Don't get me wrong, the old-school method where a DM would mandate a firstborn mandrake and butterfly kisses for a +2 longsword had its issues, including a lack of logic / breaking immersion or that v-word, plus made the crafting minigame take way too long / have way too much potential for effective spotlight hogging. But at least it did produce much cooler items.
Related to that is the issue of image. I can craft something I think is cool, but if the player doesn't like it for his character, he could just buy one to his specifications at the local magic shop. It sadly behooves an item crafter to simply create "generic item +1" rather than envisioning a fully realized, cool item.
Lastly, note which item I remembered crafting in 3e? The gift. Because it actually meant something (currying favor with the demon, and attempting to sow discord in their ranks) to the emergent plot. Because 3e item crafting now costs XP (in older editions, it gave XP), there is less impetus to do cool things with items, and stronger impetus to limit crafting to more... utilitarian pursuits. You craft items for party members because they're paying you, not as gifts. Making random gifts weakens you, and drags the party down.
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2017-05-29, 09:01 AM (ISO 8601)
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Re: Red Flags for DMs?
I would honestly say look into Earthdawn 4th Edition (or any of the older ones if you want it cheap)
The way it handles magic items is basically what you are saying.
Its an odd fish of a game making a reason why adventurers exist and why there are so many ruins with magic items in for people to find. It gets even better when your magic items are unique and you need to perform deeds / quests to power them up.SpoilerMilo - I know what you are thinking Ork, has he fired 5 shots or 6, well as this is a wand of scorching ray, the most powerful second level wand in the world. What you have to ask your self is "Do I feel Lucky", well do you, Punk.
Galkin - Erm Milo, wands have 50 charges not 6.
Milo - NEATO !!
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2017-05-29, 09:07 AM (ISO 8601)
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2017-05-31, 10:04 AM (ISO 8601)
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2017-06-01, 05:43 PM (ISO 8601)
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Re: Red Flags for DMs?
TBH I'm kind of surprised the thread has stayed this civil. Pleasantly surprised, but typically when a thread with as volatile a topic as this lasts for 2+ weeks, things go south faster than a plane full of retirees from Michigan.
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2017-06-01, 09:33 PM (ISO 8601)
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Re: Red Flags for DMs?
i had to double check this wasn't the "discrepancies thread".
just remembered a red flag that i'm a repeat offender of/for. any player giggling a bit too much at bad ideas. i rarely go through with them, but i do tend to think a bit too much about "latteral problem solving". it usually involves explosives and/or large-scale destruction. to say nothing of breaking the fourth wall or the laws of physics. of course, sometimes, you need to rough up the plot to show him who's boss. the red flag bit is when a player is not a wise-guy, but an active game-breaker.
(for ideas of what i'm talking about, i'll refer you to my posts in the "things i'm not allowed to do" threads. about 95% are things i indeed have been banned to do again or preemptively. most of those i started giggling before being banned)