Well, actually, he can. The rules specifically allow you to perform diplomacy without any input from the DM. "I try to convince the chamberlain to let me see the king" is straight from the text of the PHB (3.5 ed). That certainly doesn't sound like I have to ask the DM if I can use diplomacy on the chamberlain.
Granted, the DM can certainly have input too. But, as I read the rules, the input is more reactionary than anything else. If the DM feels that more time is warranted, he can add in time. But, the baseline is that diplomacy takes 1 minute. There's nothing there that says that the DM can flat out rule that you cannot use diplomacy on something.
And when the GM responds that the Chamberlain waves dismissively and states "This audience is over" as you begin to speak, then summons the guards to eject you should you keep speaking, pointing to the time required, did you get to use your diplomacy? What if the DM tells you "The Chamberlain sticks his fingers in his ears and loudly chants "LALALALALALALALA I CAN'T HEAR YOU GO AWAY"?
When I sit down to play D&D I want to play a game, as in Role-playing Game, not "Mother May I" with the DM.
So does that mean the DM has no right to:
- limit the sources of character build options?
- customize, alter or remove racial or class options?
- ask you to wait your turn, as it is another player's (or the NPC's) action now?
I don't believe any player can just do whatever they want.
A more apt analogy would be to say that it's true that the President of the United States is the supreme commander of our military. Does he make every command decision? No. And even the high level decisions, he tends to hear proposals from advisers. But the power is his even if he delegates it.
Even in your own example, it's abundantly clear that you decide what level of "force" to exercise. It sounds to me like even in your own relatively laissez faire approach, you look at yourself as judge, jury, and executioner, but you tend to delegate a lot. I don't see any evidence that the rules or the players decide when it is or is not "Stalin time".
[Much more apt, as the Queen is not even the notional head of the US Government. The US is not a Commonwealth nation.] I concur with Ahnehnois that the question is not what power the GM has, but how he chooses to exercise it (often limited by the informal social contract of the group in question). Players have a lot more options to emigrate than Russians under Stalin, which forces a more reasonable balance.
That's a bit of a misinterpretation.
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That right there tells me that your players are not terribly interested in the more powerful end of the spectrum, as many of the game breaking spells are in the divination school.
I never said your players are inept. I said that your players are not interested in system mastery. There's nothing wrong with that. But, because the players aren't really interested in system mastery, you obviously aren't going to see the problems in your game that others see. Add to that a large number of custom systems, house rules and a very strong handed DMing style, which, as you say, your players prefer, and, sure, many of the issues aren't going to crop up.
Semantics aside, yes they are. Not infrequently to fairly extreme "munchkin" levels back in the day, though most of those guys are gone now. Certainly whenever I played, I was very interested in system mastery.
DINGDING - "Systems Mastery", to me, is not "using the system to make munchkin characters". It is using the system to achieve a great game with interesting characters matching the player's vision. Breaking the game accidentally is not Systems Mastery. Breaking it intentionally is a simple violation of Wheaton's Law. Making a character with the sole goal of as much power as possible is, to me and the players I game with,
not the goal, and often not really all that fun at all.
D&D and Hero are the systems I have the most experience with, and that may colour my judgement (or typecast my group), in that Hero is easily broken if one wishes to do so, making games where this is the goal unfun and quickly over.
Yup, the Charop boards presume you are playing the game as it's presented, using the baselines offered in the DMG. If you've gone that far off the reservation, well, your advice is no help to me because our games in no way have anything in common. I tend to play D&D pretty straight up, out of the box without deviating too far from the baseline presumptions.
I challenge whether one of those baseline presumptions is "PC's should be designed to be as powerful as possible". Please cite rules text that indicates the primary goal of the players should be to break the game with overpowered PC's.
Unrelated to the quotes above, I'm presently looking at Mutants and Masterminds, which has the very interesting rule that the GM may fiat ANYTHING, but in doing so grants the disadvantaged character a Hero Point. This is how I think many GM's informally use their fiat power - it should move the game forward, and be balanced in advantages and drawbacks to the players.