D'karr
Adventurer
Because a player might feel like the DM was infringing on his fun? The right to have powers function as written is part if the guaranteed fun contract that players are entitled to. If you were to rule that a power doesn't function due to consistency/common sense issues for player A then you couldn't let a power that made sense function for player B because that be unfair to player A and could result in unfun.
If that is the entirety of the reason, then I see why threads like this seem so silly. The rules should not be seen as a straight-jacket for the DM.
Since your argument on that seems so facetious, I honestly don't know if you are being serious, then I'll point to some of the places in the rules that gives some guidance in this respect.
PHB pg. 8
Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story.
PHB pg. 10
The Dungeon Master decides whether or not something you try actually works. Some actions automatically succeed (you can move around without
trouble, usually), some require one or more die rolls, called checks (breaking down a locked door, for example), and some simply can’t succeed.
PHB pg. 54
You can use a power whenever you are able to take the action the power requires. (Certain conditions, as defined in Chapter 9, prohibit you from taking actions.) Your DM might rule that you can’t use powers in special circumstances, such as when your hands are tied.
DMG pg. 7
It’s not the DM’s job to entertain the players and make sure they have fun. Every person playing the game is responsible for the fun of the game. Everyone speeds the game along, heightens the drama, helps set how much roleplaying the group is comfortable with, and brings the game world to life with their imaginations...
Remember that the “right way” to play D&D is the way that you and your players agree on and enjoy.
DMG pg. 12
Then take a little time to describe to the players how you want the game to go. Let them give you input. It’s their game, too. Lay that groundwork early, so your players can make informed choices and help you maintain the type of game you want to run.
DMG pg. 16
Narration: A big part of the DM’s job is letting the players know what’s going on. Give the players the information they need and keep it lively.
Dispensing Information: Give the characters theinformation they need to make smart choices.
DMG pg. 22
Portraying Rules Situations: It’s easy to fall into the rut of describing events merely in terms of the applicable rules. Although it’s important that the players understand what’s going on in such terms, the D&D game can be at its dullest if everyone talks in “gamespeak.”
DMG pg. 23
Your narration of the fantastic world of the game needs to seem real—not as a simulation of the real world, but as if the game world were a real place with coherent, logical rules. Actions should have logical consequences, and the things the PCs do should have an impact on the world.
Those are just some of the ones that I was able to look up in a reasonable amount of time. There is more than enough guidance in both books that allow the DM to "modify" the rules to fit a specific situation. Or that give him guidance on how to adjudicate special situations. As long as the DM is not being an asshat, I can't see anyone getting up in arms about a specific change to a specific power during a specific situation.
The big thing should be that the player's are kept informed. So if the DM decides that Spells can't be used when tied up, that is clearly a "house-rule" (though there is a precedent in the power descriptions that specifies special circumstances). I see no reason why a DM could not say that is the way he wants to run a specific game and let the players be informed.
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