An incomplete list of D&D rules explicitly left to the DM to rule on

Pauper

That guy, who does that thing.
The 'can I wear two belts' discussion inspired me to take a tour of the D&D Basic Rules and look for other rules in the core ruleset that are explicitly left to DM adjudication. To the best of my knowledge, there is no specific AL ruling on these items, and given the guidance given in the current FAQ*, it's unlikely these rules will be given more specific AL interpretations.

* - "However, as a general rule, the D&D Adventurers League does not adjudicate general rules questions; only those which establish the availability of specific play options for our current campaign." FAQ v6.1, p.3

Some situations where the DM has explicit authority to adjudicate:

- Determining whether an object used as an improvised weapon is similar enough to an actual weapon to allow a character to use its proficiency bonus on attack rolls with it.

For common items (table leg = club, broken bottle = dagger, etc.), most AL DMs will likely allow you to add proficiency to the attack roll. For more exotic items (throwing the corpse of a goblin, etc.), some DMs will still allow proficiency if they like the move or think it falls under 'rule of cool'; others will not allow proficiency.

- Determining whether circumstances allow advantage or impose disadvantage on a given roll.

Some effects will include direction that imposes disadvantage or allows advantage on certain rolls; some spell effects, for example, as well as environmental effects described in an AL adventure. Outside of these, the DM can impose disadvantage on circumstances that fall outside those described in rules or the module (Example: "I want to jump onto the chandelier, swing, and shoot the orc with my hand crossbow!"), or allow advantage on situations created via role-playing (Example: "Your improvised speech seems to have an effect on the duke; attempt a Charisma(Persuasion) check with advantage.")

- Determining whether a non-standard combination of skill and attribute is allowable on a given roll.

This is explicitly allowed in AL, as the 'Skills with Different Abilities' variant is listed in the AL FAQ as an allowed variant rule. In some cases, non-standard skill/attribute combinations will be called out in an AL adventure, but the DM has the authority to request or allow non-standard combinations if they seem reasonable. Players can request a non-standard combination of skill and attribute (example: a Strength(Intimidation) check), but the DM is not required to approve this and can call for a different combination of skill and attribute instead if desired.

- Determining whether circumstances are appropriate for Hiding.

The very first sentence of the Hiding sidebar in the PH/BR establishes that the DM decides when a character can attempt to Hide. ("The DM decides when circumstances are appropriate for hiding.", BR, p.60.) Because of this, there may be environments or encounters where a rogue character is unable to effectively use Stealth to Hide and thus gain advantage on attack rolls. The most likely reason for an AL DM to refuse to allow Hiding in a given circumstance is if she feels the player has been abusing the Hiding rules to unbalance the scenario.

- Deciding which characters in the party have an opportunity to sense a hidden threat.

Likewise, the DM can determine that a character with a ridiculously high passive Perception is not in position to attempt to sense a hidden threat. The example given in the PH/BR is illustrative: "For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to spot or hear a stealthy creature following the group, while characters in the front and middle ranks cannot." (BR, p.65) This is entirely separate from the rules that state that characters who are mapping, foraging, etc., are focusing their attention on those tasks and are unable to notice hidden threats while travelling.

- Determining whether a Wisdom(Perception) check has any chance of finding a hidden object, depending on the description of the search by the player.

Again, the example provided in the PH/BR is illustrative: "In most cases, you need to describe where you are looking in order for the DM to determine your chance of success." Some AL DMs, in the interest of saving game time, may allow characters to make a 'generic' Wisdom(Perception) check to find hidden items, particularly treasure, in a given area of a module, but this is not a rule.

- Setting the break DC for an object.

In many cases, an object significant to the adventure will already have a DC for Strength checks to break it down/open written down, and if so, that DC should generally be used -- if PCs attempt to break items that are not so noted, the DM determines the appropriate DC.

- Determine initiative order between DM-controlled creatures and PCs with tied Dexterity checks.

I've played at numerous tables where, when a tie in initiative occurs, the DM will ask the affected player what the character's Dexterity or Initiative modifier is. While this is a valid way to determine initiative order, it is not the only allowable method -- the PH/BR explicitly gives the DM authority to determine the order between monsters who tie with each other, as well as monsters who tie with PCs. ("If a tie [in initiative] occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character." BR, p.69) Other valid methods of breaking the tie involve rolling a d20 and having the creature with the higher roll go first, or simply having the DM arbitrarily decide to let the PC or the monster go first.

As noted above, this is not a complete or exhaustive list of things the DM is authorized to decide at an AL table -- it is merely a list of common things that fall under the DMs powers of adjudication and are not required by the AL to be consistent from table to table. If one of these rules would have an impact on your character -- particularly the rules on Hiding and Passive Perception -- be sure to ask before starting an AL game, and expect table variation, especially if you are not playing at your usual AL table.

--
Pauper
 
Last edited:

log in or register to remove this ad

Unless I have missed a new update to this: To follow or not follow official Sage Advice rulings and rules clarifications that have not yet become official errata is also left up to each DM and not enforced by AL staff.
 

Pauper

That guy, who does that thing.
Unless I have missed a new update to this: To follow or not follow official Sage Advice rulings and rules clarifications that have not yet become official errata is also left up to each DM and not enforced by AL staff.

This is entirely correct -- see "What About Sage Advice?" in the current FAQ, p.3.

--
Pauper
 

nswanson27

First Post
Disarming strike: After a successful disarm, can the player pick up the weapon, or kick it away, or do nothing to it?

Basically makes or breaks the viability of the maneuver, since the enemy can otherwise just use their free action to pick it back up again and use it as if nothing happened.
 

Pauper

That guy, who does that thing.
The 'interact with an object' activity (I won't call it an action, since that's a different term) would seem to cover this situation, and "pick up a dropped axe" is an explicit example of an activity that counts as interacting with an object. It's certainly allowable for the DM to rule that, as long as the PC hasn't already interacted with another object during the current turn*, that character can pick up a disarmed weapon without expending an action.

* - "If you want to interact with a second object, you need to use your action." BR, p.70

However, it is also true that the rules specify that "[t]he DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle." (BR, p.70) One provided example is that, while opening a door is usually interacting with an object, opening a stuck door could require an action. Picking up a weapon just dropped by an opponent, who arguably also wants to get the weapon, in the midst of a combat is arguably a trickier situation than simply picking up an axe that's been dropped on the ground. Since the character has likely just used an action to perform the Disarming Strike, the DM could rule that the character would not be able to pick up the weapon without access to another action.**

** - Every fighter with access to Disarming Strike also has access to Action Surge, which grants an additional action, which provides one way around the problem. Another option is the Haste spell or an item that duplicates its effects, since the additional action granted by the spell can be used to perform the Use an Object action.

So although Disarming Stike doesn't explicitly say that the DM determines what the disarming character can do after performing the strike, the other rules surrounding the situation make it plain that different DMs can come to legitimately different rulings on what happens next.

--
Pauper
 


CapnZapp

Legend
Remember the litmus test "would you want this done to you?"

That is, if your players are okay with getting disarmed and their weapons picked up by the disarmer, with they being completely unable to do anything about it (once they lost the disarm roll)...

...then go ahead and allow the player characters to do this to the monsters ☺

Sent from my C6603 using EN World mobile app
 


Pauper

That guy, who does that thing.
Noticed that -- it doesn't appear that any of the new errata affects the rules we're discussing here. I'll list the specific 6th printing (i.e.: new) changes in a new thread.

--
Pauper
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top