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> Eight plat worth of copper
Now *that's* a solid "fuck you", isn't it? I'm surprised you didn't enlist some local villagers to help haul it out just to spite the DM.
Hi!
Could this have been 2E? 3.0 didn't hit shelves until 2000, and 3.5 three years after that.
And I can't recall any D&D version that used spell points. Was the DM house ruling this too (aside from the stinginess?)
2E did have spell points in one of the optional books (either Skills and Powers or Spells and magic). I don't remember anything about how they worked, though
Ok. I understood like half you said because I don't play D&D, but CoC.
The half I understood... Man. Same. Money is always an issue, just like carrying weight. Made a badass weapon and I couldn't carry it around because "it's to heavy".
In another campaign, the engineer Made some kind of 0gravity bag, to fix this.
Master had him measure stuff by volume so he could say the bag was too full for other stuff.
Sometimes it's handy to remind the DM that if adventuring is financially backward then the characters are just going to get normal jobs and the campaign ends.
A group I was in basically went on strike like this.
We kept getting shit for our sweat, blood and tears so one day we decided to... just do nothing!
It worked like a charm. The DM unfucked himself for a whole bunch of sessions at least.
So how much did coins weigh back then? Iirc now it's 50 per pound, so only 160lbs. It has to weigh more back then because that's definitely carryable with a party of four.
We were already carrying armor, weapons, gear and rations, and it added up fast. My character definitely didn't have forty pounds of spare carry weight. I forget the specifics, but even if we had made enough trips to get the whole amount, that's eighty gold total - not even enough to cast identify on one of the (again, worthless) magic items we got from the place.
Seems my kinda game. In the old day I would kill for DM that enforces carrying capacity, taking trouble in creating real money problems (like coins of one country do not sell well in the other), and give magic items sparingly. All except "nerf on the fly thing" seems like my kind of game
I wouldn't have a problem with it either - might even really enjoy it - except this situation was born from everyone's (especially the DM's) inexperience. Done well *and* deliberately it could be part of a compelling game.
Oh my god, try it sometime. Like just... Too much treasure and no way to carry it. I pulled it out once and my players spent longer working out a complicated system of ropes, pulleys and magical assistence to get that stuff to safety than they did fighting the boss to get it.
It was awesome đ
I had playrs find a bunch of scrap metal they could sell for X/KG back in town. Expecting them to take how much they can carry and be done with it. They came back with a cart.
Oh god I made that mistake exactly once. My players made a cart out of the doors of the dungeon and hauled literally everything inside back to sell.
Never, ever, ever introduce scrapper characters.
What possesses people to do this? I want my players to have fun. If you've ever been at a table where the mood is strained because of a problem player -- and that includes the GM -- it sucks. It's awkward and no one wants to be there, and everyone knows that no one wants to be there (except maybe the problem), but no one wants to be the first to call it.
I don't want that at my table. You wanna be a bard? I'm going to load you up to the point that you'll probably end up a little overpowered. But that's okay, because I literally control the game! I can make it more challenging and let you have fun playing the kind of character you want to play.
It's not a difficult concept, so why do so many people have an issue with it?
Before DnD or TTRPGs became mainstream and a more fun/acceptable hobby in the eyes of people who would have called you nerd or freak in the past instead.*
That's what we are trying to say.
I used meetup. Posted looking for group, meeting at a sport bar on this date and time. Had 9 people show up, 4 joined the group. This was almost 10 years ago, before D&D was âcoolâ the group was for 3.5.
Did the same thing about 2 years ago when I moved to the Bay and it was almost just as easy. Set up two separate days, exchanged a ton of emails and found a group of 4 players in about 3 weeks.
Again. Put in effort, itâs not that hard.
I did. Your efforts may have worked out for you. Which is lucky for you. My efforts, despite still ongoing to this day, are significantly less successful by comparison. Not because I didnât put in effort. But because things donât work out simply because you try hard. If that were the case we would all be rich and successful.
Sometimes, I would think of a new mechanic. A new idea. And then decided to nerf it back to hell.
Then I stop myself and ask : is this fun for anyone ? Is starving players, not giving them XP, or even lore dumps really fun ? For everyone ?
Sure, there's a small % of DMs actually loving to torture players. But most of the time, we just forget to ask ourselves that question.
I had that recently in fact. I gifted one of my players playing a Wizard an almost-completed circle of teleportation to their hometown. But then, I added that everytime they would use it, there was a chance that someone else would sense it being used. Because it's secret and not supposed to exist.
But althought the idea was good, I started with 1 out of 6 chances. Which was too much. It completely broke the fun attitude and mood my gift had given to the table.
I then noticed my mistake, changed it first to 1 out of 10, then said I would remove it entirely since I was a bit sad my idea of danger to use sucked out all of the fun of the gift.
Then, the player told me he liked the risk and it made sense because of the context. I agreed with him on a 1 out of 100 chance, like Divine Intervention.
But yeah. I should have went with less punishing from the start. The more you learn...
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> Eight plat worth of copper Now *that's* a solid "fuck you", isn't it? I'm surprised you didn't enlist some local villagers to help haul it out just to spite the DM.
A dragons hoard...in pennies.
Hi! Could this have been 2E? 3.0 didn't hit shelves until 2000, and 3.5 three years after that. And I can't recall any D&D version that used spell points. Was the DM house ruling this too (aside from the stinginess?)
It could be either a later date or an earlier edition. I feel like later date is more likely. Also yes, house rules for spell points.
2E did have spell points in one of the optional books (either Skills and Powers or Spells and magic). I don't remember anything about how they worked, though
I believe there was an optional rule for it in the 3.0/3.5 Unearthed Arcana rule book, as well.
Spell points in a different place reminded OP of this story, not that the DM was using spell points.
He was, though, as a house rule.
did you have fun?
It was more frustrating than fun. But fun was had.
Ok. I understood like half you said because I don't play D&D, but CoC. The half I understood... Man. Same. Money is always an issue, just like carrying weight. Made a badass weapon and I couldn't carry it around because "it's to heavy". In another campaign, the engineer Made some kind of 0gravity bag, to fix this. Master had him measure stuff by volume so he could say the bag was too full for other stuff.
Sometimes it's handy to remind the DM that if adventuring is financially backward then the characters are just going to get normal jobs and the campaign ends. A group I was in basically went on strike like this. We kept getting shit for our sweat, blood and tears so one day we decided to... just do nothing! It worked like a charm. The DM unfucked himself for a whole bunch of sessions at least.
So how much did coins weigh back then? Iirc now it's 50 per pound, so only 160lbs. It has to weigh more back then because that's definitely carryable with a party of four.
We were already carrying armor, weapons, gear and rations, and it added up fast. My character definitely didn't have forty pounds of spare carry weight. I forget the specifics, but even if we had made enough trips to get the whole amount, that's eighty gold total - not even enough to cast identify on one of the (again, worthless) magic items we got from the place.
Seems my kinda game. In the old day I would kill for DM that enforces carrying capacity, taking trouble in creating real money problems (like coins of one country do not sell well in the other), and give magic items sparingly. All except "nerf on the fly thing" seems like my kind of game
I wouldn't have a problem with it either - might even really enjoy it - except this situation was born from everyone's (especially the DM's) inexperience. Done well *and* deliberately it could be part of a compelling game.
I could understand the rest....But making the treasure that is worth 8 platinums in copper is a flat out, petty dick move.
Oh my god, try it sometime. Like just... Too much treasure and no way to carry it. I pulled it out once and my players spent longer working out a complicated system of ropes, pulleys and magical assistence to get that stuff to safety than they did fighting the boss to get it. It was awesome đ
If it has value, sure. That'd be a neat and rewarding puzzle!
I had playrs find a bunch of scrap metal they could sell for X/KG back in town. Expecting them to take how much they can carry and be done with it. They came back with a cart.
Oh god I made that mistake exactly once. My players made a cart out of the doors of the dungeon and hauled literally everything inside back to sell. Never, ever, ever introduce scrapper characters.
What possesses people to do this? I want my players to have fun. If you've ever been at a table where the mood is strained because of a problem player -- and that includes the GM -- it sucks. It's awkward and no one wants to be there, and everyone knows that no one wants to be there (except maybe the problem), but no one wants to be the first to call it. I don't want that at my table. You wanna be a bard? I'm going to load you up to the point that you'll probably end up a little overpowered. But that's okay, because I literally control the game! I can make it more challenging and let you have fun playing the kind of character you want to play. It's not a difficult concept, so why do so many people have an issue with it?
You spent 10 levels of gaming in frustration? You could have stopped at any time.
I donât think you realize how hard it was to find people to play dnd with before 5e came out.
its still very hard in certain timezones.
I never had a problem finding a group and we donât play 5e. Itâs not hard with effort.
Before DnD or TTRPGs became mainstream and a more fun/acceptable hobby in the eyes of people who would have called you nerd or freak in the past instead.* That's what we are trying to say.
I used meetup. Posted looking for group, meeting at a sport bar on this date and time. Had 9 people show up, 4 joined the group. This was almost 10 years ago, before D&D was âcoolâ the group was for 3.5. Did the same thing about 2 years ago when I moved to the Bay and it was almost just as easy. Set up two separate days, exchanged a ton of emails and found a group of 4 players in about 3 weeks. Again. Put in effort, itâs not that hard.
I did. Your efforts may have worked out for you. Which is lucky for you. My efforts, despite still ongoing to this day, are significantly less successful by comparison. Not because I didnât put in effort. But because things donât work out simply because you try hard. If that were the case we would all be rich and successful.
Sometimes, I would think of a new mechanic. A new idea. And then decided to nerf it back to hell. Then I stop myself and ask : is this fun for anyone ? Is starving players, not giving them XP, or even lore dumps really fun ? For everyone ? Sure, there's a small % of DMs actually loving to torture players. But most of the time, we just forget to ask ourselves that question. I had that recently in fact. I gifted one of my players playing a Wizard an almost-completed circle of teleportation to their hometown. But then, I added that everytime they would use it, there was a chance that someone else would sense it being used. Because it's secret and not supposed to exist. But althought the idea was good, I started with 1 out of 6 chances. Which was too much. It completely broke the fun attitude and mood my gift had given to the table. I then noticed my mistake, changed it first to 1 out of 10, then said I would remove it entirely since I was a bit sad my idea of danger to use sucked out all of the fun of the gift. Then, the player told me he liked the risk and it made sense because of the context. I agreed with him on a 1 out of 100 chance, like Divine Intervention. But yeah. I should have went with less punishing from the start. The more you learn...