So I’ve been running a 3.5 D&D game for more than a year now, and I’ve got a couple of things I’d like a bit of help on.
First, spell targetting. I have two spellcasters in my group, and they tend to take a lot of time targetting area spells. ‘If you put the fireball here, it will get these 3, but here it will get 4, etc’ It doesn’t feel right that you can precisely place an explosion several hundred feet away, behind a line of large moving targets. How do you deal with this? I know one DM who just placed a flat 6 second time limit on action determination. If you didn’t tell him what you wanted to do at the end of the 6 seconds, your character stood and drooled. I kind of don’t want to do that, but it looks like I might have to. Anyone ever implement some kind of targetting rule for area effect spells?
Second, magic item (& spell) selection. Back in 2nd ed, you got the magic items the DM gave you. Requesting that a mage enchant a sword for you was likely to be met with laughter, because it tok a long time and was stupidly expensive. In 3.5, players can waltz into pretty much any mages shop and place an order for a flaming sword +1 with a side of haste potions and expect to have it in days. One thing I’ve noticed is that the players tend to treat the DMG as a catalog. Magic items are just another thing on the list to buy. It doesn’t feel right. Is this just me being an old fogey, or might it be a good idea to try to limit it?
Third, are your characters heroes or mercenaries? My characters seem to focus too much on money. They’ve turned people down for things because they felt they wouldn’t get paid enough for it. They’ve actually stopped in the middle of an adventure and argued about whether they should do $dangerous_thing based on how much they were being paid. These are definitely not heroes of legend, they’re just sellswords. Is this bad? It doesn’t feel right to me. I’ve had to abandon or repackage material I’ve written for the game because the characters just walked past it looking for more money. Should I worry about this?
Fourth, too many books. It feels like there’s way too much source material for a DM to have a good grasp on all of it. My players are always digging up prestige classes and spells and races from different books that I have to go read for myself because I don’t remember them. Has anyone made an attempt to limit the availability of material in a game? The only rule I have on that right now is that if the player wants to use something in the game they have to have the book at the table, I don’t want to hear ‘I read it on the internet’ or ‘I downloaded it and have the file on my computer’.
Fifth, min/maxers. I have two players I’m a little worried about with this. The first is a spellcaster who seems to think that when she casts a spell it should always work. When her target makes a save, suddenly ‘That spell never works, they always save, etc’. The spell in question is always something like hold person or tashas hideous laughter, some fight ending spell. If that spell gets through, the fight’s over for that target. So she’s got a new character (sorcerer Heartwarder of Sune) that seems to be designed specifically for boosting her cha to extreme heights. Now her save DC is going to be rediculous. The other is a player who wanted to bring a Fey’ri (Races of Faerun, go look it up) into a low level game. I wouldn’t allow it. So he played another character for a while with the intent of bring the first character in when I thought it was ok. So now the new character is in, and it’s just like I thought: really powerful. His big thing is that he has a huge DR. He’s a fighter, so it’s actually difficult to significantly hurt him. If I put them against something that can take him, the other party members are screwed if the fight doesn’t go exactly right. I don’t like introducing things specifically to counter player abilities, that’s just as bad as min/maxing. Anyone else ever deal with something like this?
Sixth, swapping characters. I’ve had several players recently decide to replace their current characters with new ones. I don’t really want to force a player to play a character they don’t want, so I allow it. I like to write stuff into the game for specific characters when I can, and switching throws this off. Anyone ever put restrictions on new characters? Do you let them come in at the level of the rest of the party?
I just want to hear from other DMs about these things. This isn’t my first time DMing, but it’s the longest campaign I’ve had in 3.5 so far.