Free Will and Story

So, when Misha escapes this ritual, she apparently turns herself into energy and shoots herself at Illoopion. But our DM reasoned that she was weak and couldn't really aim it or control it. So, it did 150 points of radiant damage to everything in a line between her and Illoopion and going out past him for miles. No attack roll, no saving throw, no protection of any kind. Now, people who have played 4e know that 150 points of damage in an attack in an absurd amount of damage in that edition. There are level 36 solo monsters who can't do that much damage. We're level 13. My friend Jim, who is a bit of a rules lawyer points out to the DM that 150 damage is a stupid amount. Our DM points out that my character(an assassin) managed to combine poison, encounter powers, and daily powers to do 100 damage in an attack earlier in the battle and that a GOD should surely do more damage than some assassin. It is followed by a brief discussion, mostly by Jim, about the fact that in 4e, player damage is on a completely different scale than monster damage and that 150 damage kills everyone in the party immediately from full hitpoints and that even some ACTUAL GODS in the monster manual can't do that much damage(with the implication that our DM would know that if he'd actually bothered to read the rules). Meanwhile, it barely scratches Illoopion, who is a solo.

Yikes....

Okay, first, I need to fess up: I just hit the pcs in my game (who are about 20th level) with a 120 point attack during our last game.

The villain in question is a possible end of campaign villain who they provoked into meeting them in battle. She has a robe of the archmage, which lets her maximize her damage on an arcane attack, and she's from a previous universe (and the days of 1e) so she has a bunch of "archaic" (by which I mean 1e-style) powers.

So, for instance, she has a 20d6 fireball.

Which, admittedly, is above recommended damage even at her level (which is... 33? I think), and the combo is ruthless.

Now, there was an attack roll involved, and half damage on a miss; and my group is six levels higher than yours. Nonetheless, there's a certain level of parallel here, so I have to say, I've done something (a little bit) similar to your dm's 150 points of God damage... so bear that in mind when evaluating my perspective.

(For the record, none of the pcs died, and they pulled out all the stops to make an amazing escape.)

Our DM doesn't care, he says it's the last session of his campaign ever and he said 150 damage and he's sticking with it. It kills 2 party members. One of which is a cleric of Misha. He gets a little annoyed that his GOD would kill him like that. The other one is Jim. The DM re-explains that she couldn't control it because she was so weak(though, obviously, we didn't really know this in character).

A round later, our Warlock runs over to the device and picks up a glowing gem that is sitting on the same pedestal that Misha was hovering over. Our DM takes her into the next room. Then when they come back, he announces that the Warlock has vanished. Then her voice appears in the heads of the dead people's spirits and offers to bring them back to life now that she has the power to do so. Everyone at the table figures out pretty quickly what happened: The device was supposed to transfer a god's powers into someone else. It was almost done and she touched it, so she now had the powers of a god(the Warlock that is).

Apparently, the two dead people who had been sitting there getting a little annoyed out of character that their characters died in one hit with no chance to stop it, both said no. They didn't want to be brought back to life. They said that if she had the powers of Misha now, that she basically was Misha. And Misha just killed them. They weren't accepting any sort of Raise Dead from a god who would be petty enough to kill them. She tried to explain that she wasn't Misha, she was still Meva...our Warlock. They still said no.

Wow, what poor grace. I don't know what kind of relationships their pcs had with the warlock, but it sounds like the players let their personal butthurt get in the way of playing the game.

The DM pointed out to Meva that she WAS a god and didn't have to respect their wishes if she didn't want to. She had the power to bring them back against their will. She said "Fine, I do that. They shouldn't have been killed and I'm going to right that wrong." So, they come back to life.

...snip...

Meanwhile, Jim continues to complain about how he never wanted to be brought back in the first place. He says to me "This is a perfect ending to a perfect campaign"(with heavy sarcasm). He tells me quietly, "You NEVER give a player god like power. It's stupid. I didn't even want to come back. But I was forced to." The player of Meva finally says, "Fine, you don't want to come back to life, you don't have to. I revoke the gift of life and you die again."

Jim sounds more and more like the type of player who drags the game down and makes it less fun for everyone else. I don't know if he's as bad as you make it sound, but if he was in my group, we'd be discussing whether to drop him.

After the game was over, however, Jim continues to complain to me(even after the DM and everyone else went home) about how that was the stupidest game he had ever played in. That our DM didn't know any of the rules and it frustrated him so much. If you bring someone back to life, they have to agree, it says right there in the ritual description for Raise Dead. I pointed out to him that gods technically don't have to cast the ritual that's listed in the book, they can probably make up their own rituals and likely don't have to follow the precise rules in the book. He gets angry and says that's stupid. As a DM, you can't just make up rules as you see fit.

Jim expects a certain style of dming that he wasn't getting. In many, possibly most, dming styles, you certainly can just make up rules as you see fit, and in some styles, you must.

You can't just say gods are all powerful. They follow rules as well. There is a monster entry for Bahamut. He doesn't have the ability to invent whatever ritual he wants at will. He has a limited set of powers and he forms the basis of how powerful gods should be. Which our DM would KNOW if he read the book.

The dm is never constrained to follow what's in the book just because it's in the book.

He got super angry and said that we were ruining the fun for him so he didn't care if we enjoyed it or not. That having a DM who didn't follow the rules was the absolute worst thing to happen and the entire campaign was no fun for him.

Okay, this is the crux. If Jim isn't enjoying the game, he needs to stop playing and do something else that's fun for him instead. But this whole "You must cater to my fun requirements!" attitude just screams to drop him from the group before he has another fit and ruins a campaign in the middle of things instead of just throwing a tantrum in the end.

I told him that I wouldn't hesitate to bring people back to life as NPCs after the player refused to allow them to be raised. That, IMO, I can't force a player to continue playing a character they don't want to...but once they give up on that character that they become and NPC and I can do what I want with them. He told me that if I ever did that, he'd quit the campaign immediately and didn't want to discuss it anymore and stormed off(he lives with me) and went to his room.

I disagree with your reasoning. Maybe he's decided that he's happy to be in the afterlife. Why return to a hard life if you feel fulfilled?

Which finally leads me to my questions: Should the DM have the ability to bring people back to life without their permission?

Depends on the campaign. If the "you must be willing" clause is a cosmic absolute, then no, probably not. If it's not absolute enough to apply to the gods, then maybe, depending on the nature of the gods. Or maybe the clause only exists in the raise dead ritual because whoever first invented the ritual was highly ethical, and circumventing the limitation is as simple as researching a new, original, different ritual.

Should the DM be allowed to give infinite power to a player as a plot device for the last hour of a campaign? Should gods be all powerful or are they limited to a few interesting tricks?

The dm can do what he wants, at least in my playstyle. The question to me is really more like, "Is it a good idea to give a pc infinite power for part of a campaign?"

I've done it- the pcs in my old campaign at the time of the apocalypse assembled an artifact that gave them absolute mastery over (when fully assembled) matter, energy, life, dead, time and space. And they still failed to save the world.

So, can the dm do this? Clearly, the answer is yes. Should he? YMMV.

Yeah, he's my friend and lives with me...but he likes to rules lawyer a lot. He argues about strange thing. I've played with him in nearly every group I've played in for 20 years now. I remember one game I ran where I ruled that even if you could breathe water, it didn't let you speak underwater. So, I wouldn't let him use spells with verbal components while underwater. He argued that given the lack of rules saying you CAN'T cast spells underwater, you should be able to. He argued that the default should always be that you are allowed to do something unless the rules forbid it. I told him I understood his point of view, but I was the DM and I was ruling that it didn't work. He then proceeded to argue about it for the next hour or so. He then brought it up again for the next year or so every time he'd get angry at any of my rulings. He'd casually say "Oh, is this another situation like not being able to cast spells underwater where you just change the rules?"

First of all, your ruling exactly matches the rule (obscure though it is) as it was in 2e; there was even a higher-level version of water breathing that would allow you to speak and circumvent the problem! (Cf. Of Ships and the Sea.)

Overall, Jim sounds like a frankly horrible player. It sounds like he needs to let go of his fixation on how he thinks the game 'should' be. He might actually be happier playing a game where he doesn't know the rules.
 

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it sucks that the DM appeared to have picked an arbitrarily large number off the top of his head and used it as damage without having any idea that it would kill anyone. He looked seriously surprised when they both said "150 damage? You know that kills us outright from full hitpoints right?"

My best guess is he had no idea how many hitpoints we had
All versions of D&D are fairly maths-heavy, and require the GM to make ad hoc judgements about how much damage is appropriate in various situations. I don't think I'd want to play with a GM who had such a weak grasp of the basic numerical framework for the game.

the first thing he did was tell the Warlock, now god, "You are allowed to bring them back to life, you have the power to do that now."

The Warlock was completed surprised when they said no. So were the rest of us. She didn't even know what to do. She was made a god and told(as I was told later) "The rest of the gods appear before you and tell you that they don't want you interfering in the world too much. You can't take any direct action to help the PCs fight unless they agree to worship you and even then you can only give them small buffs. However, you can take actions to correct the wrong caused by Misha and bring your friends back to life."

So, she tried to do the one thing she was allowed to do...and they said no.
The implication of your paranthetical comment is that the GM took the player of the warlock aside and briefed her, rather than doing this in front of the group.

It seems to me that it might have gone better if that had been done in front of the group, so that the other players knew what the GM was doing, and what the player of the warlock was doing.
 

While I appreciate the DM portraying a fallible god, this seems like the crux of the problem. *Why* the DM dropped this bomb on the players would be worth bringing to light, however.
My best guess, since I didn't ask him was that he picked an arbitrarily high number because he was getting annoyed that it was taking so long to kill the Solo monster he made since it had too many hitpoints. I did 100 damage earlier in the battle by using a combination of feats and powers to put everything into one attack. He felt that a god should do at least 50% more than the best attack that had been done by any of the PCs in the battle. So, 150.

He was genuinely surprised that PCs died to 150 damage. I think because he's never really PLAYED 4e, he's only really DMed. I'm guessing the Solo had 400 hps or so and figured all of us had that much as well.
 

My best guess, since I didn't ask him was that he picked an arbitrarily high number because he was getting annoyed that it was taking so long to kill the Solo monster he made since it had too many hitpoints. I did 100 damage earlier in the battle by using a combination of feats and powers to put everything into one attack. He felt that a god should do at least 50% more than the best attack that had been done by any of the PCs in the battle. So, 150.

He was genuinely surprised that PCs died to 150 damage. I think because he's never really PLAYED 4e, he's only really DMed. I'm guessing the Solo had 400 hps or so and figured all of us had that much as well.

I think you missed my point. It was the DM's call to apply damage from the god's attack to the *player characters* without an attack or save. Regardless of edition this is A Bad Idea.
 

I think that's pretty contentious. I wouldn't want to play with a GM who took this view.

When most rules of games pretty much tell the GM to ignore the rules from time to time, I don't see a whole lot of room for contention on the point of whether the GM has the power.

Whether/when the GM should use the power, however, is another question. That, you can go ahead and be contentious about. :)

As with mad scientists, the question isn't whether you *can* do the thing, but whether you *should* do the thing.
 

Wow, what poor grace. I don't know what kind of relationships their pcs had with the warlock, but it sounds like the players let their personal butthurt get in the way of playing the game.
Yeah, that's what I thought. It just seemed completely out of character for both of them. They seemed to be rather annoyed at dying so easily to the god we were trying to help. They left the table, went to sit on the couch in the other room and had time to resign themselves to the game being over for them and now they just had to wait until the session was done and go home.

I think half the decision to say no to being brought back was because they didn't want to get back up and sit at the table again.
Jim sounds more and more like the type of player who drags the game down and makes it less fun for everyone else. I don't know if he's as bad as you make it sound, but if he was in my group, we'd be discussing whether to drop him.
Jim is...an acquired taste. I live with him. He's been my friend for 20 years and he doesn't have a job because he's schizophrenic and is on a lot of medication which pretty much prevents him from having a stable job. This can sometimes garner a level of forgiveness for things he does that we wouldn't forgive other people for.

Though, I suspect he just likes being a jerk. I've gotten used to it over the years and since he lives with me, people feel obligated to invite him whenever they invite me to things.
Okay, this is the crux. If Jim isn't enjoying the game, he needs to stop playing and do something else that's fun for him instead. But this whole "You must cater to my fun requirements!" attitude just screams to drop him from the group before he has another fit and ruins a campaign in the middle of things instead of just throwing a tantrum in the end.
He isn't normally like that. Which is to say that he has a kind of miserable personality. But that kind of grows on you. He thinks the worst about humanity, hates other people...but does stuff with them anyways. You can expect him to say things like "I don't care about you. If you disappeared tomorrow, I'd just find new friends." with a straight face completely unironically and you have to wonder if he's joking or not.

Mostly, he just stays quiet. We assume he hates everything....because he does hate everything. He won't go to a movie theater with us because he has to sit too close to other people. But he likes playing D&D enough that despite hating nearly everything that happens during the game he keeps coming back.

He also REALLY likes playing. If his character dies, he will spend the next week doing almost nothing but thinking up character ideas for his new character. By the end of a week, we can expect him to have made up 6-8 characters as possibilities. Each one, he likely spent over 2 hours working on. He likes to overanalyze his choices.
I disagree with your reasoning. Maybe he's decided that he's happy to be in the afterlife. Why return to a hard life if you feel fulfilled?
Yeah, it's certainly a possibility. I wouldn't do it unless there was a good reason for it. However, if a player decided not to bring his character back and later I decided that it would be a perfect plot hook for him to be back alive and a minion of the bad guy or maybe someone brought him back and got information from him that they wouldn't expect anyone to have so that I could keep the PCs guessing as to how the villians knew things that only the PCs knew.

Besides, most of the time when Jim decides not to come back to life, it has absolutely nothing to do with what his character wants. He gets bored of characters easily and always has 5-10 backup characters with interesting power combinations that he really wants to try out. When he dies, it just gives him an excuse to play one of them.
Depends on the campaign. If the "you must be willing" clause is a cosmic absolute, then no, probably not. If it's not absolute enough to apply to the gods, then maybe, depending on the nature of the gods. Or maybe the clause only exists in the raise dead ritual because whoever first invented the ritual was highly ethical, and circumventing the limitation is as simple as researching a new, original, different ritual.
I agree. However, I think in this case it was a combination of factors. Jim has gotten more and more annoyed at the DM not understanding rules. So, when he said "No, I don't want to come back to life" and the DM said "Well, gods can do it whether you want to or not." his thought process was "This is just another example of the DM not knowing the rules. The Raise Dead ritual says that you need the person's permission to be brought back to life. But of course, the DM doesn't know that because he hasn't read the rules. What kind of stupid DM doesn't know the rules? Now because of that, he's forcing choices on me I don't want."
First of all, your ruling exactly matches the rule (obscure though it is) as it was in 2e; there was even a higher-level version of water breathing that would allow you to speak and circumvent the problem! (Cf. Of Ships and the Sea.)
Actually, now that I think about it a bit longer. I believe the ruling I made was that you couldn't cast spells without waterbreathing. I believe he jumped into a river to save another character who was drowning. He grabbed the character and went to cast a spell to teleport them both to shore. I said that he couldn't cast spells with verbal components while he was holding his breath and he said that all he had to do was say a word or two and there was enough air in his lungs to do that, so it should work. I ruled it didn't and any attempt to do so would result in water in your lungs and dying.

The river was fast moving and he was a typical wizard with 8 strength or something...so he got swept away by the river and got angry at me because I ruined his plan.
Overall, Jim sounds like a frankly horrible player. It sounds like he needs to let go of his fixation on how he thinks the game 'should' be. He might actually be happier playing a game where he doesn't know the rules.
I think the problem is that he DMed for so long. He is used to being the one making the decisions. He hates when rules are broken.

We both started in the same D&D group 20 years ago. I look back fondly at some of the silly stuff we used to do when we were young and naive. Like our DM who gave us Bracers of AC -3 that she made up in 2e. Which are a full 5 points of AC better than anything in the book. Then she did away with the rules that prevented your AC from getting better than -10. We were extremely powerful and it was kind of hilarious.

However, whenever that's brought up, Jim points out that our DM was a complete moron who should have never been allowed to DM and he's glad we don't have to put up with horrible games like that anymore.
 

I think you missed my point. It was the DM's call to apply damage from the god's attack to the *player characters* without an attack or save. Regardless of edition this is A Bad Idea.
Yeah, I think in that case it was a "Well, the god fires a beam straight towards the demon. Let's say she's weak and can't control it, that'll be interesting. Everything takes damage and she causes the city that they are in(which is floating over a huge pit) to be torn apart and start collapsing to make things dramatic. Oh, look, two of the PCs are between the god and the demon. Oh well, they'll survive it no problem. They died? Uhh...crap...but I already made a big deal about how everything takes damage. I'll look like an idiot if I take that back. It's the last session, I'll just let them die."
 

All versions of D&D are fairly maths-heavy, and require the GM to make ad hoc judgements about how much damage is appropriate in various situations. I don't think I'd want to play with a GM who had such a weak grasp of the basic numerical framework for the game.
Yeah, I know. I'm torn. Because he's a good story teller and his game was a lot of fun. Sometimes I'd feel like he was just asking for rolls to be polite. He'd say "Give me a...I don't know, Acrobatics check to avoid slipping. You got a 20? Umm...I guess you don't slip."

Part way through the campaign, I showed him the chart of easy, medium, and hard DCs by level on the 4e DM screen. He looked relieved, like he was tired of trying to guess what numbers should succeed.
The implication of your paranthetical comment is that the GM took the player of the warlock aside and briefed her, rather than doing this in front of the group.
Correct.
It seems to me that it might have gone better if that had been done in front of the group, so that the other players knew what the GM was doing, and what the player of the warlock was doing.
I doubt it. The two players in question were kind of worked up about dying. The Warlock walked up and touched the gem and then the DM took her into the other room and I was the one who said "I bet I know what happened. She touched the gem, it had all the power of a god in it. I bet she's a god now."

Then they(can't remember which one of them) said "What? She gets to be a GOD? That's stupid."

I think this has a lot to do with the fact that the DM has announced his intention to start a new campaign in a month that takes place 100 years in the future of his old campaign. It's fairly evident that he wanted to do something which would create a lasting legacy from this campaign to the next. He figured he'd allow one PC to be a god and likely be able to be worshipped in the next campaign.

I think it was partially sour beans that she is the one who got the power. Especially considering it happened about 2 minutes after they were wiped out by arbitrary damage from the DM.
 

Yeah, I know. I'm torn. Because he's a good story teller and his game was a lot of fun.

Have you considered taking the DM aside and saying "Hey, I enjoyed your campaign, but the rules and rulings seem a bit much for you. Since we all have X years of experience with these rules, would you mind if in the next campaign you focus on the plot and we (as a table) will worry about making sure the rules work?" This is basically what we are doing right now with a relatively new DM in our Pathfinder campaign. It seems to work well enough.
 

When most rules of games pretty much tell the GM to ignore the rules from time to time, I don't see a whole lot of room for contention on the point of whether the GM has the power.
I tend to prefer the approach of RPGs that don't tell the GM this: ones I'm thinking of off the top of my head include 4e (before Essentials), Burning Wheel, HeroWars/Quest, Maelstrom Storytelling, Marvel Heroic RP and The Dying Earth.

Roughly speaking, these are games in which the rules aren't written primarily as a simulation engine but as a metagame/story engine (though BW is a bit of a cross-over between these two categories).
 

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