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Am I an atypical DM?
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<blockquote data-quote="Henry" data-source="post: 3047110" data-attributes="member: 158"><p>One of my, and other DMs in my group, biggest problems is rules that aren't cut-and-dried, and this most often applies to NEW SPELLS. </p><p></p><p>Example from recent history: Anti-magic ray. Neat spell, but the first two times we used it in combat, we used it wrong. First time, we assumed the target could have spells affect him (they don't); second time, we assumed that all items required a saving throw to see if they were temp-negated (they aren't, that's only if targeting the item.) In summary, because of misreading, we had to take out game-time to interpret the spell, AND we got it wrong both times anyway! It's not so bad with something like Cometfall (big rock, 15d6 damage, + rubble on ground), but trickier-worded stuff or new rules systems entirely slow us to a crawl, because the DM doesn't know them, the PLAYER using them claims to know them but doesn't really, and the end result is slowed play.</p><p></p><p>My new resolution is to drastically dial back on the supplements next time I run D&D, because too many supplements means the DM needs to keep track of them when the players DON'T.</p></blockquote><p></p>
[QUOTE="Henry, post: 3047110, member: 158"] One of my, and other DMs in my group, biggest problems is rules that aren't cut-and-dried, and this most often applies to NEW SPELLS. Example from recent history: Anti-magic ray. Neat spell, but the first two times we used it in combat, we used it wrong. First time, we assumed the target could have spells affect him (they don't); second time, we assumed that all items required a saving throw to see if they were temp-negated (they aren't, that's only if targeting the item.) In summary, because of misreading, we had to take out game-time to interpret the spell, AND we got it wrong both times anyway! It's not so bad with something like Cometfall (big rock, 15d6 damage, + rubble on ground), but trickier-worded stuff or new rules systems entirely slow us to a crawl, because the DM doesn't know them, the PLAYER using them claims to know them but doesn't really, and the end result is slowed play. My new resolution is to drastically dial back on the supplements next time I run D&D, because too many supplements means the DM needs to keep track of them when the players DON'T. [/QUOTE]
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