For the final time, I've never told you how to run your game.
I disagree with your interpretation of the rules and have tried to understand your perspective and why you think teleport would not work.
Unfortunately the conversation has gone something like:
colder: the rules are broken, teleport doesn't work
oofta: why?
colder: you can't teleport behind a closed door. Here's a link to the podcast that proves it's a mess.
oofta: but rules say you have to have line of effect to the target. The targets are you and ...
colder: teleport doesn't work.
oofta: huh? Why could you not target yourself?
colder: TELEPORT!
oofta: Ok, sorry to get into an argument. I just don't think you need to change any rules for teleport to work. I think the rule is clear...
colder: YOU AREN'T THE BOSS OF ME!
Too much paladins using "questionable" methods? That happens once in a while in my games.My pet peeve is interrogations. 9/10 of my worst roleplaying experiences has been associated with interrogations. I go to great length to avoid them as player and DM.
My pet peeve is interrogations. 9/10 of my worst roleplaying experiences has been associated with interrogations. I go to great length to avoid them as player and DM.
4) Less of a rule change, more of a rule clarification: Players state their character's intent, then how they propose to realise said intent.
- Done in an effort to standardise player actions and minimize miscommunication during Theatre of the Mind style of play. Before, the DM might find themselves at a loss as to why a player declares their character is performing a certain action, typically due a mismatch between each player's mental representation of the play at the time. This way, the DM can work with a player to help realise their character's intent by providing additional information as and when required, and call for checks accordingly (rather than the player simply stating 'I use X skill).
I've not posted any house-rules in this thread, but the reason why I haven't is the answer to this question: My players and I have to reach a consensus on any house-rule or optional rule before it gets put into use. All our votes are given weight, with my vote as DM usually having the least weight because the rules do not impact my enjoyment anywhere near as much as they can the players', and the player votes are weighted based on how much they care (so if they are ambivalent they have almost no weight, but if they are deeply invested in a particular thing their vote is considered the most important).Just curious. How much input and agency are DMs providing players regarding these house rules?
and elves and dwarves aren't?!?
It's not as clear a case as say, "yeah, but you're okay with the Spiked Chain?"If someone says "How can illithids exist, they don't make sense" I think it's a reasonable reply to say "You're okay with Flumphs but not Illithids? Really?"
But if someone says "studded leather didn't exist, it's a weird nonsensical fantasy armor," I actually think dismissing this with "yeah but you're okay with fire breathing dragons?" is a categorization error.
The kicker is when they're wildly different within one case. It's fine to be a purist about leather armor, if you're also at least open to other complaints on the same level - potatoes, for instance, are not uncommonly mentioned in passing, but are anachronistic in a medieval-European setting. The Rapier is anachronistic. There's /plently/ of other errors in D&D on the same level. If you're unaware of some but exercised about studded leather, fine. But if you're selectively indignant/dismissive, well, your complaint may carry a bit less weight.At the end of the day, all of our fiction has to enable us to suspend disbelief. Everyone has some threshold of believability/credulity that works for them. Those thresholds are gonna be different... wildly different in some cases.
It's not like there are two separate such worlds. You don't cross a border or step through a circle of mushrooms, or get inducted into Hogwarts, and transition from the mundane to the fantastic - it's a fantastic world. It has some elements in common with the mundane world of historical medieval Europe, and others not. The not range from potatoes, studded leather, and rapiers to dragons, teleportation, and gods walking the earth.But overall, I'd say that torches, studded leather, etc. are all items that are generally considered to be part of the "mundane" world of D&D, not the fantastical one.
I believe it breaks their suspension of disbelief, but I don't agree it's a legitimate concern. If your suspension of disbelief is that selectively fragile, either adjust your fragility selector, or get used to doing without disbelief, because you're not putting enough 'willing' into your willing suspension of disbelief.So if someone feels a particular element of "mundane" D&D is nonsensical and breaks their suspension of disbelief, I think that's a legitimate concern.
It parses OK. It does not seem reasonable.I think what he's trying to say is: The existence of the fantastical doesn't mean we remove the onus on the mundane to be within the bounds of credulity. Does that make sense?
The root 'problem' making falling damage unrealistic isn't falling damage, it's hit points. (Sure, it could be a much, /much/ better simulation, but it captures that the greater the height, the more deadly the fall. Which is intuitive enough, however scientifically inaccurate.) Falls from a great height are deadly. We know that. A dagger to the aorta is also pretty deadly, but you don't seem nearly as many people upping dagger damage as fiddling around with falling damage.It's why people change falling damage
The fighters-can't-have-nice-things double-standard, yeah. ;Por change non-magical healing, or hate fighter healing, etc. These all stem from the same basic issue,
...
So it just depends. I try to get players to help me shape the world, but there are some decisions I have to make to have a consistent world that fits with my vision.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.