D&D (2024) I have the DMG. AMA!

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My point is that saying that in the DMG doesn't make the DM do anything, anymore than any advice anywhere is binding. That you happen to agree with that advice doesn't make it any more or less valid or binding.
No one is saying you can't write a narrative that adheres to 5.5 doctrine. But it shouldn't be the only acceptable way.
In light of your first post, what does "acceptable" in your second post mean?
 

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My issue here is that they've gone from leaving these kinds of setting questions open to be determined by the DM and the group, to providing a default that differs from previous defaults and clearly favors the players, and don't even have the decency to do so in a new edition.
my core rules for D&D and its relatives have always derived from 1e.
Well, Gygax's DMG has very clear rules about how clerical spells are granted. It doesn't leave it open to be determined by the group.

I also don't know what you mean by "favours the players". How does it "favour a player" that the GM is not allowed to take away their class abilities?
 




Silver Surfer.

Herald of Galactus.

Galactus imbues him with power. Silver Surfer realizes "Hey, eating planets is wrong" and ends up fighting him.
There! Now that's a better comparison. Ghost Rider got stuck with the spirit of vengeance, so his power comes from the spirit, and if it leaves his body he loses most of his powers (not all)
 

Sure. We're not talking about the characters, though. We're talking about who at the table makes decisions about what fits within the "setting logic. That's a conversation about real people and real things that they do when playing a RPG together.
we were talking about setting logic in general, not even about who determines what fits into it. I grant you that D&D usually gives more leeway to the DM than I believe the games you play do (including how you play D&D)
 

If it makes sense for a cleric to lose his powers for betraying his own beliefs, so be it. It's part of the experience of playing as this kind of classes.
You are talking about the fiction.

But the issue of fairness is about * the play of the game*. If the player thinks that their PC has betrayed their beliefs and should lose their powers, then the player can act on that in some appropriate fashion. They don't need the GM to police it.
 

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