D&D 5E What is the appeal of the weird fantasy races?

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doctorbadwolf

Heretic of The Seventh Circle
Too easily get around obstacles, mainly. Why is fly a 3rd-level spell with concentration and a duration of 10 minutes? If it's so nothing-burger, it should be a cantrip. It's a permanent thing for creatures who have a fly speed. It's getting a permanent, non-interruptable 3rd-level spell for free at 1st level that can be used at-will. Would you allow fireball as a bonus-action cantrip? Lightning bolt? Animate dead? Counterspell? Dispel magic? Spirit guardians? I'm going to guess no.
Complete unlike cases. And if 1 PC getting around obstacles a bit easier breaks the game, it isn’t a well made game.
Everyone objecting to any restrictions beyond what's in the book.
Nope.
And the player I had who threw a fit when I suggested things might not be quite as easy for their proposed centaur character as for others in the group. He literally rage quit because he couldn't play a centaur without having to deal with the bad.
What was the bad? We only have your word the player was unwilling to take the bad with the good. Perhaps they weren’t interested in a game with unnecessary houserules and “you can play a drow but townsfolk will attack on sight” style nonsense. That’s at least as reasonable as a DM running a game how they see fit.
For people who think it's reasonable, yes. For those who think it's ridiculous, not so much.

Again, some of the rules as written are dumb. So they get changed. See up to one hour of combat not interrupting a long rest for one rather absurd example.
Your objection to that rule also makes no sense without some explanation of what you even find objectionable, but sure. I also houserule stuff that doesn’t make sense to me, or that makes the game less fun than it could be.
Because there's no argument for breaking physics besides "it's magic". I'm fine with magic, generally speaking. But the more nonsensical and the more often "it's magic" comes in to explain obvious breaks in physics, the less interested I am in playing or running. When I want to play Toon, I will.
Plenty of non-magical arguments have been presented, and I haven’t seen you give any compelling rebuttal of any of them.
Again, if this thread is any indicator, constantly.
You...don’t see the difference between a thread on a discussion forum and playing D&D?
There's been a dozen pages since I first posted in this thread and not many people seem to actually read the posts. I've had to post and repost the same explanation a dozen times to various people. At the table...every time climbing comes up there's going to be another argument unless everyone happens to agree with me and my ruling. Which is unlikely. There is an explanation, and a simple one. Centaurs can't break physics by climbing ladders or ropes. The end.
Centaurs climbing ladders or even ropes doesn’t break physics. 🤷‍♂️

But once the ruling has been made and everyone has agreed to it (and one needn’t agree with it to agree to it, that’s part of compromise), there is no reason it need ever be a conversation ever again, much less a game-interrupting argument.
Having to have the argument again and again and again.
Why would that ever happen?
Centaurs can't climb ladders or ropes. There. I'm the DM and I made the call. Now, are you going to argue with me about it or are we going to carry on with the game?
Lololololilol no. If that works for your group, good for you I guess. That wouldn’t fly in my group. You can either give an explanation and have a conversation about it or be overruled out of hand.
 

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overgeeked

B/X Known World
The fact that I've done this repeatedly in this thread suggests that I'm right about having to repeatedly rehash the same argument over and over again. If you want more, read my previous posts in this thread. I've gone over it all, repeatedly, in some detail. Sorry that you glossed over it. I've given an explanation and had the conversation. You skipped it. This clearly isn't a conversation or a discussion. But I'm done. Bother someone else.
Lololololilol no. If that works for your group, good for you I guess. That wouldn’t fly in my group. You can either give an explanation and have a conversation about it or be overruled out of hand.
Overrule the DM? That's not how any of this works. The players don't decide the rules. The DM does. The players can accept that or walk.
 

Argyle King

Legend
It’s not a like case. So, no, it isn’t.

In IRL wars, sure.

Sure, it’s useful. So is a party member that is never actually asleep and can’t be put to sleep, even by magic.
Hell, I’ve seen more DM plans laid waste by elves and gnomes than by fliers.
In a fight, the flier has less cover than their targets, most of the time, can’t go too far away without being in real danger from isolation, and if they go high enough to get out of danger from the ground, they’re potentially putting the whole group in danger from large predators anywhere within several dozen miles, not to mention again, if they’re hundred+ feet up, they have no cover against enemy archers.


it’s not more powerful than other races.


Another example of distinctly different types of cases. You don’t need to have 3-5 of your coworkers, who can’t fly, arrive at your home at close to the same time as you, or close enough to help you fight off some home invaders when you get there. You can certainly spot them and help them plot the best route, avoid cops and traffic jams, etc, though. It’s useful, but it isn’t a game changer, outside of 1-PC games or games where it’s all fliers.
Yes it is. It's an establishment of where the lines are -if any.

I view those abilities as powerful as well.

I completely agree that being immune to a powerful magical effect is a strong ability. I'd go so far as to say that's another example of in-game racial abilities being designed without acknowledging that they have tactical and practical implications for the game world.

The folks who design the game have a philosophy which says a whole list of things aren't measurably valuable or relevant. I disagree with that philosophy.

Which means the enemy is being required to change their whole battle plan to respond to one target. I would view that as a tactical win because it exerts control over the battlefield and the enemy.
 

I don't know how to communicate it other than I have.

Do you agree with those who have said that the DM role, in order to function, requires the other players to give that person special trust and respect?
Do you think respect and trust require some amount of justification, demonstrating that they are appropriate, or are they simply something demanded?
Do you believe it is possible for someone, even if they intend to only do good things, to behave in such a way that erodes trust and reflects a lack of respect?

It's not the inequality of the situation. It's that any situation where it is understood that trust and respect are needed, but one's behavior unilaterally dismisses or ignores the desires and interests of the other(s) in that relationship, that behavior erodes that trust and respect. To do so explicitly for no reason other than because of one's own desires and interests IS a rude act, pretty much regardless of any other details. It doesn't matter if no negative intent is present, you don't have to intend to be rude for an act to be rude. Again, you have explicitly disclaimed ANY other possible reason, so practicality isn't a concern; it's not that something couldn't work, nor that the DM isn't up to the task, nor even that money or time investment is a concern. The ONLY reason here is "because that isn't my taste."

What other truly personal relationship in existence (that is, not like the relationship between an employee and an employer, or between commanding and subordinate officers, etc.) affords its participants an absolute, unilateral, and completely beyond discussion ability to nix the non-abusive, non-coercive interests of the other party? If I did this to a significant other, they would rightly feel hurt and angry. Even a parent to a child; remember, practicality can't be a consideration by your own admission, so it isn't a "no, you can't eat the whole bowl of Halloween candy" situation, nor a "we can't afford to go there" situation. This is, "Can we go to Taco Bell or something similar instead of McDonald's next time?" "No, I don't like that kind of food, so we will never eat it, and we will not discuss it further." How is that NOT disrespectful even to a minor child? How is that NOT treating another person's desires and interests with disdain?


Firstly: A person's manner and tone are fundamental, here. They cannot be extracted from the situation, because doing this thing IS demonstrating a manner and tone. You keep trying to silo these things apart, as though one can speak of a pure behavior in isolation without the impact and meaning that behavior will communicate. You can't do that. It's not possible. Particularly when the behavior in question is one of the things I would consider most directly and explicitly demonstrative of such a manner and tone!

As for the three points, I don't think the DM is demonstrating a lack of trust, I think the DM is demonstrating that the trust they ask for isn't deserved. Trust is a thing both earned and given--which is to say that it may be taken back, or it may be squandered, or both. Any DM that unilaterally, absolutely, and obdurately dismisses a player's genuine, non-coercive, non-abusive interests or desires is squandering the trust they ask for from their players. I do think the DM is demonstrating a lack of respect, as I said. It is a necessary, but not sufficient, condition for respect: taking another person's views into account, listening and striving to understand, even if you ultimately don't do things as they want them done. Respect does not require submission, but it does require being neither unilateral, absolute, nor obdurate. (By listening instead of dismissing, one ceases to be unilateral; by striving to accommodate, one ceases to be absolute; by allowing fair hearing and possible-but-not-guaranteed persuasion, one ceases to be absolute.)

Frankly, for me, the selfishness isn't an overriding concern, though I would lie if I said it wasn't one. The DM role implies highly personal involvement. I expect self-interest there. But I expect it to be "enlightened self-interest," which goes beyond petty selfishness and at least somewhat into a more nuanced, delayed/partial/abstract gratification. I mean, as a very simple example, the DM doesn't get the player-side rush of winning or overcoming, their enjoyment comes either by proxy, or from the slow unfolding of a grand thing: delayed and abstract gratification right there. This behavior, excluding things purely and solely because the DM finds them aesthetically displeasing or the like, and for literally no other reason whatsoever, and refusing to entertain even the smallest discussion about it, smacks of petty selfishness.

Ah, with this last point, you have inserted an intent now, have you not? "Denying them game elements." That's no longer just a behavior, that's a judgment. You are, quite clearly, implying a sense of entitlement on the part of the players--which I have never mentioned nor is it even relevant to my point. I have, repeatedly, said that it is perfectly fine for a DM to veto options. I even did so in the post you quoted (albeit in an edit, I admit.) If I were to buy into your phrasing (which I don't, just to be clear, I'm just granting it for the sake of argument), my point would rather be stated as, "The DM is failing at maintaining a relationship with the player(s) by denying them game elements unilaterally, absolutely, and obdurately," meaning "a denial that is completely one-sided, lacking any limit or restraint, and completely beyond discussion or persuasion."

I don't know about you, but if a DM behaved toward you in any other context by being completely one-sided, exhibiting no restraint, and being completely opposed to any form of discussion or persuasion, would you feel they were maintaining the DM-player relationship? If so, I'm very curious what you think a healthy DM-player relationship is. And if not, I'm curious as to why this one special situation is different--particularly when it's one that matters (on both sides, as this over-3000-posts thread shows) to a lot of people.

Except that it has everything to do with it, because in this case the desires and interests are about what things are available for the imagination to pursue. Sure, it's not "about imagination" in the sense that I didn't specifically use that word. But it is "about imagination" because we're talking about an absolute, unquestionable, and completely one-sided declaration about what can be imagined.


I honestly cannot believe that the existence of dragonborn "deprives you of fun." I literally, truly cannot believe that you suddenly stop enjoying being DM because one scaly person exists. For exactly the same reason that I cannot believe, even as an ENORMOUS fan of dragonborn, that it is completely impossible for a player to have fun if they aren't allowed to play dragonborn.

And even if it does? Now we're back where we started. Your fun is more important than someone else's fun--in fact, so much more important that you get to unilaterally, absolutely, and obdurately reject their fun.


So who's in the wrong here, the player trying to deprive the DM's fun by asking to play a dragonborn, or the DM trying to deprive the player's fun by not letting them play one? They're both people trying to deprive someone else of fun, by your metric. I reject the notion that the DM's fun is so inherently more important that a unilateral, absolute, and obdurate dismissal is ever the appropriate answer.


Ahhh, but now you're stepping back from depriving fun, aren't you? It's now "negatively impacting"--meaning differences of degree are relevant, meaning the possibility of mitigating the impact with some other, positive impact is possible. It's no longer a black-and-white "tieflings = fun is impossible" (or whatever race you wish; I am trying not to harp overmuch on dragonborn). And this further conversation...here, let me put the most emphasis I'm allowed to...

IS EXACTLY WHAT I'VE BEEN CALLING FOR.

Finding a compromise MEANS the player and DM talking to each other. NOT being unilateral: each side conversing with the other and coming to consensus. NOT being absolute: the DM and player striving to meet in the middle. NOT being obdurate: both sides, and again I cannot stress this enough, BOTH. BLOODY. SIDES. being open to persuasion and alternative approaches. It may not work. It may fail; that is okay, successful compromise is never guaranteed. But what should be guaranteed is the EFFORT to see if one can be found, and to find it if it can.

I have literally never deviated from this position in the entirety of the thread (though I admit that having to discuss my ideas did refine them over the first, I dunno, couple dozen pages.) I have repeatedly said these exact words, over, and over, and over, and over. And each time I do, I'm challenged, because it's somehow not enough for these DMs. Because expecting to be able to have a conversation (even if it doesn't end up working) is, apparently, player entitlement.

I have gone up to bat against those who call it being a "control freak" to say no (not just Loverdrive). I have repeatedly advocated restraint and giving those who favor hard restrictions the benefit of the doubt. And yet I am repeatedly construed as taking an incredibly extreme position myself, or else I'm given responses like the ones I have repeatedly quoted (e.g. Maxperson's own "the DM is the Ultimate Authority," Zardnaar's "my house, my castle my game," and other responses from those who can no longer respond in the thread). What am I supposed to think when I have actively worked to be fair and accommodating, and then people throw this kind of thing in my face? What am I supposed to think when every time I call for a more respectful conversation, or a conversation about topics that are more interesting and positive (such as "how DOES one 'say no' in a respectful and positive way?") are rebuffed, insulted, or completely ignored?
I still don't get it.

Why the consternation?

I don't want Tabaxi or Elephant people in my game. I don't really like dragonborn but they are in the PHB so I go with it.

Why do you care? Why are you writing these massive posts that are now starting to bring in real issues of parenting and employer/employee relationships that are irrelevant to a fantasy role-playing game. And to be honest... your personal judgements of family dynamics have no place in a discussion about a role-playing game.

It started with strawman arguments about centaurs and now we are talking about parenting children. Dial it down, please.

I'm the DM of my games. You are the DM of yours. We will likely never ever play at the same table. So move on. Play your D&D with every race/class/feat option you want. I'll play my D&D with the options that I want.

Seriously... If I'm running a campaign and I don't want X options and the players who are in my game are fine with it. What is the big deal?

But, there is more to this.

I think it is about scarcity.

My supposition is that for many people, the opportunity to play or run D&D is considered a scarce resource. Either by way of lack of players or lack of DMs or lack of compatible players.

I may be looking at things differently because I don't have a scarcity. I am a DM of 4 campaigns and I have a pool of over 20 players who play in my multiple campaigns. I also play in at least two other players' campaigns and I have the opportunity to play in as many D&D games as I want. My limitation is time.

I don't have enough time to play and run as much D&D as I want to. I could play or run D&D every day of the week if not for my many other responsibilities.

Some people have much more limited options to how they can play. Out of these limited options they are presented with the possibility that their desires will not be met by the games they have available. So they promote a point of view of any option should always be available because they have limited opportunity to play.

I will admit that I have no such issue. One of the players in my weekly dungeon crawl started their own campaign. It was presented as War of the Roses with fantasy that was human centric. I, personally, was not interested in the concept. When the player asked me if I wanted to play in their campaign, I responded with "No, it is not interesting to me".

I suppose I have a certain privilege in that I can say no to something that is not interesting to me, because I have other options of games I can be a player in.
 

Hussar

Legend
Too easily get around obstacles, mainly. Why is fly a 3rd-level spell with concentration and a duration of 10 minutes? If it's so nothing-burger, it should be a cantrip. It's a permanent thing for creatures who have a fly speed. It's getting a permanent, non-interruptable 3rd-level spell for free at 1st level that can be used at-will. Would you allow fireball as a bonus-action cantrip? Lightning bolt? Animate dead? Counterspell? Dispel magic? Spirit guardians? I'm going to guess no.
/snip
Not quite the same.

1. You can't fall with a Fly spell (outside of losing the spell I suppose). Anything which reduces your speed to zero (up to and including a successful trip attack) causes you to go splat. Knocking a flier out of the air is ludicrously easy.

2. You typically cannot hover with a fly speed. Which means you do need to do circles. To be fair, the 5e flight rules are pretty basic here, so, that's not generally a big issue.

3. A Fly spell can be put on anyone, not just the caster. Most flying characters cannot pull off their wings.

But, fair enough. Fly is one of those things where you can make a pretty reasonable balance issue argument. Granted, right now, I have a flying character in the group and it hasn't caused any issues, but, fair enough, I can see how some people might want a tighter hand on the reins. But, let me ask you this @overgeeked - are you basing your issue on actual play experience? In 5e? Have you actually had a flying character in your group? Because I've found that a lot of DM's who think that this or that is "overpowered" are basing it on their gut and not on anything concrete and gut feelings are notoriously unreliable.

I've had DM's claim that the Forge Priest getting a magic +1 weapon at 1st level was too powerful. Fair enough. We played the campaign and took away the Forge Priest's 1st level magic weapon. In a 11 level campaign, having that ability would have made a difference in exactly one encounter. The DM was absolutely convinced that this ability was so overpowered that it had to be stripped from the character.

One encounter. Out of 11 levels and, what, a hundred or more combat encounters?

A lot of DM's are extremely poor at calculating balance. They are far worse at it than they think they are and often wind up being extremely conservative because of it. Which, I suppose, rolls right back around to why the DM's are vetoing player choices. The DM's are so bad at calculating balance that they cannot imagine that some option won't upset their game. Are people really that stuck in 2e garbage mechanics that they cannot understand that the game is FAR better at handling balance than it was twenty years ago?
 

Seriously? Centaurs are where you draw the line?

Not halflings, which make zero sense? Or elves? ((How, exactly, do you have a sentient being that never sleeps and is virtually immortal?)) Or how living underground makes you see in the dark and not blind?

Centaurs are where you draw the line, to the point where you would ban them from your games even if a player wanted to play one?

Yeah, basically, this is precisely what I meant by DM Fail. Your failure of imagination means that everyone else at the table must accept your concepts solely because you happen to be wearing the big daddy pants.
Yes, really this is where I draw the line. Or did for this setting, because I actually have a vision for it. Not that it has normal D&D halflings or elves either. They're sort of combined into one small, elf-like species (who do sleep, and whilst being longer lived than humans, not on the level of normal elves.)

This is what one has to do when creating a coherent setting. Decide how things work in it, what sort of themes and visual imagery you want to include. And yeah, it ultimately is down to personal taste. But the idea that I would have to shove everything WotC decides o publish rules for into my setting is simply ludicrous. I could easily use some completely differnt rule set for this setting, but if I decide to use D&D, this doesn't mean the setting has to change.
 

EzekielRaiden

Follower of the Way
If you're saying that it's a one-sided declaration about what is allowed to be in the shared imagined space, then I agree. If you are saying that it's about one person's imagination being more important than another, then I disagree. It's about enjoyment plain and simple.
Then why did you specifically talk about "Ultimate Authority"? Why all these posts about needing your absolute command unquestioned? What is the point of being so gorram insistent on having PHENOMENAL COSMIC POWER if you never actually DO any of these one-sided declarations? That's the whole reason I keep pushing back. People keep declaring the right to make these one-sided, no-discussion declarations.

Will I have zero fun? No. Will I have substantially less fun as the Dragonborn is a constant "fingernails on the chalkboard" to me? Yes.
I must beg your forgiveness for considering this hyperbolic at best. And if it isn't hyperbolic...wow. I just don't really know what to say about you being constantly driven crazy by something so utterly mild and even prosaic as this. It, quite honestly, sounds like a serious problem, if that's the case.

That's false. My fun isn't more important. Either we both have full fun, or something needs to change on the player side of things since the DM has no other options. Only the player has multiple options for fun in a situation like this.
So...the DM...the person with phenomenal cosmic power, "Ultimate Authority," the one who can will literally anything into existence...they're the one who has no options. Are you really sure about that? I don't really see how that works here.

Also, the dichotomy isn't false if you're the one who presented it. I didn't invent anything there; I literally just applied your own logic quite simply to the two cases at hand (player's fun is lessened without [insert race here], DM's fun is lessened with it). If the dichotomy is false, it indicates there's something wrong with that underlying logic--because the dichotomy was trivially easy to produce.

No step back was had. Depriving someone of half their fun(arbitrary number for this point) is still depriving that person of fun.
You may not see it as such, but it really is. Having relative differences like this can mean it is possible to resolve the conflict through other means. "If I play an X, but do so with a Y which you've said you find awesome, is that okay?" type thing. When it is no longer all-or-nothing, it becomes possible to have answers that aren't zero-sum games. That's a distinction I almost can't capture, it's so vast; diplomacy becomes nigh-infinitely easier when you can trade concessions on different things rather than having to exclusively determine the acceptable midpoint on each and every thing. If my tax cuts can be palatable to you if I include shifting some of the (overall-reduced) budget to education, suddenly things that were absolute no-go before become not only possible but relatively easy to achieve.

It is being unilateral in the sense that the DM has decided no Dragonborn and that's that. The talking is about how to get the player his fun another way.
And I really think that level of being unilateral is inappropriate most of the time.

Yeah. You've been very consistent and while I disagree with you on some things, I don't think your position is unreasonable and I think we are fairly close together on how to treat these situations.
My words have gotten heated at various points in this thread, so I want to thank you very sincerely for this. It is not easy to be magnanimous, but you're doing so. I truly appreciate you doing this.

Is it a DM fail that Tolkien doesn't allow hobbits to use guns'n'ammo?
1. No, because D&D isn't literature and literature isn't D&D. They support each other, they reference each other, but they are not the same thing, and there are things you can do in either one that won't fly in the other.
2. No, because even if this were a campaign, as I've said numerous times, sometimes the answer really is "no." My beef is with leaping to "no" without either a fair hearing (which means being open to persuasion), or sitting down and explaining why you cannot be persuaded and trying to find another approach (which, as Maxperson said, is pretty close to where he's at.)
3. No, because "guns'n'ammo" are not part of the Player's Handbook for any edition I've played. Things in the PHB, and things part of the well-known cultural background for D&D, are fair game for "thinking they're more likely than not to be playable." Things outside that, even if they're in the DMG, are not appropriate for such belief that they're likely.
4. No, because things after the campaign has already begun are different from things that are worked out during the initial "putting together the campaign" process. (And yes, this means "joined a game in progress" players are at something of a disadvantage, but that's a price I am willing to accept.)
5. No, because if the player really is going to become a petulant brat about it, the DM is well within her rights to show that player to the door. I just see a parallelism between that and behaviors that real DMs can and (unfortunately) sometimes do engage in, and which the players would be well within their rights to call out too.

That is why what you've said is a false equivalency. Well, I'm sure there are other reasons. But the above are reasonably comprehensive, I hope.

Further thoughts on the flight issue: Consider, why (in Chess) the queen is a stronger piece (and produces more threat) than a rook or a bishop.
Yet the knight, which can actually fly (moving while passing "over" enemy pieces in the way), is considered a substantially weaker piece than the queen or rook (and only equal to the bishop). In fact, both knights combined aren't worth the same as the queen!

I still don't get it. Why the consternation? <snip> Why do you care? Why are you writing these massive posts <snip>
I'm bad at being concise. I desire precise, specific arguments, and throw more words at the problem than are needed. I know this fault well, and try to fix it. (As you've seen, success is...spotty.) I care because you (and thus others) asked questions, and I want to give answers; I care because I know others will read this and potentially learn from it; I care because advocating for respect, discussion, and compromise is always worthwhile in my book.

Seriously... If I'm running a campaign and I don't want X options and the players who are in my game are fine with it. What is the big deal?
I had thought the whole point of the discussion, as it is now, is that people aren't fine with an option being present or non-present. That the players DO want something you don't, or don't want something you do, or whatever.

But, there is more to this. I think it is about scarcity.
Getting to play is a rare opportunity for me, yes. I said as much earlier in the thread. It's especially rare if I get to play my favorite systems (4e and 13A). I'm only a DM right now because a friend went through a game-experience so incredibly bad that even my depression couldn't overcome my certainty that I could do a better job.

I don't have enough time to play and run as much D&D as I want to. I could play or run D&D every day of the week if not for my many other responsibilities.
Yeah, that's...pretty much the antithesis of my experience. I've gone years without any gaming at all.

I will admit that I have no such issue. One of the players in my weekly dungeon crawl started their own campaign. It was presented as War of the Roses with fantasy that was human centric. I, personally, was not interested in the concept. When the player asked me if I wanted to play in their campaign, I responded with "No, it is not interesting to me".

I suppose I have a certain privilege in that I can say no to something that is not interesting to me, because I have other options of games I can be a player in.
This is certainly a reasonable thesis. One does not need to ask for negotiation and amelioration if games are plentiful; an easy-come, easy-go attitude is hard to express when it may be years between opportunities.
 

Oofta

Legend
Why are you trying to force another person's post about their gaming preferences to look like some sort of personal attack against you?

No one is attacking you. No one cares, at all, about how you run your game.
A statement was made: banning more than a single race is wrong. It is telling every DM that bans more than a single race that they are doing it wrong. Since I'm a DM that does that, it applies to me as well. You can't just say "everyone in this group is dumb" and then make it okay by saying "well, we didn't mean you personally, we just meant every other member of the group you belong to".

This isn't a compelling ruductio ad absurdum, like you probably think it is.

The case isn't comparable to the topic of the thread.

It's only ridiculous because it's stupid to you. Centaurs climbing a rope ladder is just as absurd to me which is why I don't want either. Actually, I take that back. I'd rather have a halfling with a minigun, I can at least envision how that would work.
 

Oofta

Legend
Then why did you specifically talk about "Ultimate Authority"? Why all these posts about needing your absolute command unquestioned? What is the point of being so gorram insistent on having PHENOMENAL COSMIC POWER if you never actually DO any of these one-sided declarations? That's the whole reason I keep pushing back. People keep declaring the right to make these one-sided, no-discussion declarations.

Maybe DM's claim authority over the rules because that's how D&D works?

From the intro to the PHB:
Your DM might set the campaign on one of these worlds or on one that he or she created. Because there is so much diversity among the worlds of D&D, you should check with your DM about any house rules that will affect your play of the game. Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world.​

And the DMG:
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game.​

I listen to my players and prospective players, I assume pretty much everyone does. Sometimes it's "why" and "can we do this instead". Sometimes the answer is a simple "no". But yes, when it comes to the world, the DM is the absolute authority whether I am DM or someone else is.
 

Being on the same page is not the same as being responsible for what is on the pages.

Editors and producers have structural say in the eventual finished product.
I think we are in agreement here. A player should always get to ask, just like an editor or producer. And the DM, just like the writer or musician, would do well to listen. But (although, I am aware many producers now do now) they do not create the product. Rowling's editor doesn't invent Harry Potter's world. But Rowling, I am sure, has listened to the editor's advice on construction at times. And at other times, has disregarded it.
 

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