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How Important Is Rules Knowledge In Being A Good D&D DM?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3307482" data-attributes="member: 20805"><p>It really depends on your group..</p><p></p><p> I have played under DM's that were complete noob's and didn't know the basics of the rule-set, but since some players had rules mastery and were willing to prop up the GM's story line the game went great.</p><p></p><p> I have played under DM's that knew the rules forwards and backwards, but couldn't adjust to unforseen character actions...the famous "I go left!".... That game didn't last long.</p><p></p><p>IMHO, it is important that someone at the table is familiar with the commonly occuring rules and is willing to support the game with that knowledge. Preferably that person is the GM.</p><p></p><p>With 3.x, understanding the core concept of the game makes the rules much easier. In the PHB there is a section about settting DC's.. 5 is easy, etc..</p><p> FOr most of the skill checks out there, this table of difficulty can sub for the skill descriptions. Open lock? that door is really difficult to open, I would even say it would be a formidible task... hm, thats DC 25!</p><p></p><p>But the biggest advantage of understanding the rules is being able to gauge the useability of house rules or 3d party supplements. Noob DM's get bit by new mechanics that have a loophole in them, while DM's that have a better understanding of the rules will spot that before they allow it in play.</p><p></p><p>And I agree with Varianor Abroad's tips..</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3307482, member: 20805"] It really depends on your group.. I have played under DM's that were complete noob's and didn't know the basics of the rule-set, but since some players had rules mastery and were willing to prop up the GM's story line the game went great. I have played under DM's that knew the rules forwards and backwards, but couldn't adjust to unforseen character actions...the famous "I go left!".... That game didn't last long. IMHO, it is important that someone at the table is familiar with the commonly occuring rules and is willing to support the game with that knowledge. Preferably that person is the GM. With 3.x, understanding the core concept of the game makes the rules much easier. In the PHB there is a section about settting DC's.. 5 is easy, etc.. FOr most of the skill checks out there, this table of difficulty can sub for the skill descriptions. Open lock? that door is really difficult to open, I would even say it would be a formidible task... hm, thats DC 25! But the biggest advantage of understanding the rules is being able to gauge the useability of house rules or 3d party supplements. Noob DM's get bit by new mechanics that have a loophole in them, while DM's that have a better understanding of the rules will spot that before they allow it in play. And I agree with Varianor Abroad's tips.. [/QUOTE]
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