Jabborwacky
First Post
Due to confusion, I'm restating the questions and the answers I've received off forum. The original post is preserved below the line.
I have encountered the following problems and felt unsure of whether it was worth stopping the DM to address them.
1. DM deciding that a creature doesn't need to make a saving throw against an area of effect spell (like ice knife or burning hands) just for being in a square directly behind another creature. He has also indicated he does not like "rules lawyers."
Answer: If the DM is clearly violating the rules, whether intentionally or unintentionally, you are well within your rights to interrupt the game to correct the DM. If the DM refuses to play by the rules, it is probably in your best interest to withdraw from the event, especially at higher levels.
2. DM deciding that certain detective magic spells should fail for fear of the plot being disrupted...
Answer: Unless the AL adventure module specifically states that a particular spell effect works differently, it should be resolved as written in the appropriate rulebook. The case provided was of a situation where the change had no effect on the game's outcome, but there could be cases where it does effect the outcome in a significant way. If it does, pull the DM over and point this out. In all likelihood he probably missed a detail and will thank you for it. Unfortunately, the players are unlikely to know such an unauthorized change occurred until after the fact. If so, bring it up with the DM who ran the game. If that is not possible, back up your claim with whatever evidence you have and contact your region's coordinator.
3. The DM accepted me into his game after I had explained my character. However, in the middle of the game the DM has arbitrated that I cannot use a skill in the way I have suggested in my character background. Moreover, I have played with other DMs who did let me use the skill in the way I had envisioned for my character and I have not violated the rules. What should I do?
Answer: If the change forces you to role-play an entirely different character than what you had envisioned, it is worth bringing it up with the DM. It goes against the spirit of the AL to allow a difference between tables where a particular character concept is viable at one table, but not at another. If the change negatively impacts your RP experience or obviously threatens your time investment, it would be best to withdraw from the current game.
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ORIGINAL POST
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[sblock]Given how short a time span AL games are, there is a great deal of pressure to keep things moving along quickly. This makes it difficult to find time to interject when something might be in error. Some examples of the kinds of errors I'm referring to include:
1. DM deciding that a creature doesn't need to make a saving throw against an area of effect spell (like ice knife or burning hands) just for being in a square directly behind another creature. To clarify, the creatures are doing nothing to protect one another from the flames/electricity/ice that is flying out of the wizard's hands. Nor do they possess any trait or item particularly useful for deflecting such an attack.
2. DM deciding that certain detective magic spells should fail for fear of the plot being disrupted. For instance, if there is a man supposedly suffering a disease, yet no doctor has been able to diagnose it. Let's say I've run this adventure before and I know the disease is magical. I watch the party wizard cast detect magic only to hear the DM say "uh, nope! No magic here! But you might be able to solve this mystery if you find the poisoner!" Or something along those lines. Ultimately, they'd have to find the poisoner regardless of their knowledge.
3. DM having difficulty understanding how agility can play into combat, thus unintentionally making everything a strength check. For instance, it is entirely believable for a high agility character to use an opponent's own momentum to trip them. "The orc's triumphant grin turns to one of fearful realization: mid-swing and totally off-balance, he is now tripping over the end of the staff he had just dodged. With a subtle nudge, the orc falls face first in the dirt."
On the second one, I'd probably roll with it until the end of the session, but for the other two, how should I communicate to the DM without slowing down the game? To make things more complicated, what if the DM has made comments at the start that he doesn't particularly like rules lawyers? I don't consider correcting the above to be a rules lawyer type deal, but I have no idea what he interprets as a lawyer.[/sblock]
I have encountered the following problems and felt unsure of whether it was worth stopping the DM to address them.
1. DM deciding that a creature doesn't need to make a saving throw against an area of effect spell (like ice knife or burning hands) just for being in a square directly behind another creature. He has also indicated he does not like "rules lawyers."
Answer: If the DM is clearly violating the rules, whether intentionally or unintentionally, you are well within your rights to interrupt the game to correct the DM. If the DM refuses to play by the rules, it is probably in your best interest to withdraw from the event, especially at higher levels.
2. DM deciding that certain detective magic spells should fail for fear of the plot being disrupted...
Answer: Unless the AL adventure module specifically states that a particular spell effect works differently, it should be resolved as written in the appropriate rulebook. The case provided was of a situation where the change had no effect on the game's outcome, but there could be cases where it does effect the outcome in a significant way. If it does, pull the DM over and point this out. In all likelihood he probably missed a detail and will thank you for it. Unfortunately, the players are unlikely to know such an unauthorized change occurred until after the fact. If so, bring it up with the DM who ran the game. If that is not possible, back up your claim with whatever evidence you have and contact your region's coordinator.
3. The DM accepted me into his game after I had explained my character. However, in the middle of the game the DM has arbitrated that I cannot use a skill in the way I have suggested in my character background. Moreover, I have played with other DMs who did let me use the skill in the way I had envisioned for my character and I have not violated the rules. What should I do?
Answer: If the change forces you to role-play an entirely different character than what you had envisioned, it is worth bringing it up with the DM. It goes against the spirit of the AL to allow a difference between tables where a particular character concept is viable at one table, but not at another. If the change negatively impacts your RP experience or obviously threatens your time investment, it would be best to withdraw from the current game.
___________________________________________________
ORIGINAL POST
_______________________________________________
[sblock]Given how short a time span AL games are, there is a great deal of pressure to keep things moving along quickly. This makes it difficult to find time to interject when something might be in error. Some examples of the kinds of errors I'm referring to include:
1. DM deciding that a creature doesn't need to make a saving throw against an area of effect spell (like ice knife or burning hands) just for being in a square directly behind another creature. To clarify, the creatures are doing nothing to protect one another from the flames/electricity/ice that is flying out of the wizard's hands. Nor do they possess any trait or item particularly useful for deflecting such an attack.
2. DM deciding that certain detective magic spells should fail for fear of the plot being disrupted. For instance, if there is a man supposedly suffering a disease, yet no doctor has been able to diagnose it. Let's say I've run this adventure before and I know the disease is magical. I watch the party wizard cast detect magic only to hear the DM say "uh, nope! No magic here! But you might be able to solve this mystery if you find the poisoner!" Or something along those lines. Ultimately, they'd have to find the poisoner regardless of their knowledge.
3. DM having difficulty understanding how agility can play into combat, thus unintentionally making everything a strength check. For instance, it is entirely believable for a high agility character to use an opponent's own momentum to trip them. "The orc's triumphant grin turns to one of fearful realization: mid-swing and totally off-balance, he is now tripping over the end of the staff he had just dodged. With a subtle nudge, the orc falls face first in the dirt."
On the second one, I'd probably roll with it until the end of the session, but for the other two, how should I communicate to the DM without slowing down the game? To make things more complicated, what if the DM has made comments at the start that he doesn't particularly like rules lawyers? I don't consider correcting the above to be a rules lawyer type deal, but I have no idea what he interprets as a lawyer.[/sblock]
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