The Shaman said:
While the rules encourage GMs to make house rules to fit their campaign, it doesn't say that they should be implemented unfairly - encouraging the GM to make judgement calls and suggesting that they do it to take away a player's choices after the fact are two different things. I agree - that's why I think there should be more guidance for GMs on making good rulings, rather than an ever expanding canon of rules. In the case of this specific example (the archer and the obstructed field of fire), this is ruling that can be made once and applied each time the circumstance arises - it doesn't become a novel ruling each time the circumstance arises, but a consistent aspect of play.
I agree that in principle, making judgement calls is fine. I also don't think the solution is to simply shovel more rules into the game. I do think, however, that the ideal system should minimize the amout of judgement calls a GM has to make, because for every GM making great, consistent calls, there's another half-dozen GMs running the worst sort of GM Fiat games, where the object of a challenge is to, "Figure out how the GM wants this to end."
Ideally, as others have noted, it would be best if this sort of thing can be delineated before the game in a house-rules document. However, ad hoc ruling will occur for those of us who simply cannot anticipate every circumstance that may arise during the game - if the ruling is then added to the exisiting list of house rules, it aids consistent application. To suggest that only those rules that are spelled out at the beginning of play handcuffs GMs from exercising the ability to adapt the rules to the game as situations arise that haven't been covered or which take away from the game the GM is attempting to run.
And I have no problem with a GM making rulings during play. I expect it. I expect that when I run a game, I will have to invent the mechanics for at least one type of challenge as I go. No problem there. What I dislike is when the system encourages this
as the primary resolution system (i.e. one which demands novel solutions to be playable). I greatly prefer it when the GM and the players are on the same page. And I will agree that in many cases ad hoc rulings by GMs I've known are exactly what I would've done, and all we players agreed it was a good call. However, I feel that encouraging GMs to use this
to the exclusion of a codified ruleset is to the detriment of the gaming experience. I don't mind if the GM invents rules for braciation on the fly for me when I'm playing at Tarzan chasing a dire ape through the jungle. I do mind if the GM tells me that my gnome can't intimidate a dragon because it's just silly.
Moreover, I don't think anyone is suggesting that there should be a novel resolution system for every challenge, but that circumstances arise during play that the GM mus adjudicate, or existing rules don't suit the flavor and feel that the GM is trying to create. It's one thing to make a ruling here and there - it's another thing to say, "We're going to use d6 combat for this encounter, then flip coins next time, then...."I agree that common sense isn't.
I agree. However, I think that the ideal system minimizes the need for this adjudication, or simplifies it with definite guidelines.
I can't speak for other GMs, but when I make a ruling of this sort, it has everything to do with the feel of the game I want to create, not my own limited "common sense." For example, the 3e design principle that player actions should be as predictable as possible also sanitizes many of the risks that were once part of the game, either as rules or by custom - magic is safe and reliable with few (if any) harmful consequences, shooting into melee makes it more difficult to hit the target but poses no risk to the shooter's allies (or other targets in the field of fire for that matter) - and reduces some of the air of mystery that once surrounded adventuring. IMX it also leads to conflicts when players know the rules so well that they object to a challenge that seems to break those rules - "That's only a DC 20 check, so I should be able to make that by taking 10!" - without regard for the GM's power to change the rules (hopefully in a thoughtful, consistent way) to make the challenge more, well, challenging.
I agree with the first part of your statement (how to make ad hoc rulings), but disagree that an "air of mystery" is needed for a game. I've never met players who have done as you described, and I couldn't disagree more that having knowledgable players is a bad thing. To the contrary, I'd love to have more knowledgeable players. When I do play with people who know the rules, I can generally spend more time running the game rather than telling them how to accomplish a given task. I honestly can't fathom why you wouldn't want a cooperative player who knows how the game works to take some of the burden of running the mechanics of the game sitting at your table, and I think this is the big disconnect between our points of view. Much to the contrary, I encourage my players to know exactly how the mechanics of their characters work. Thanks to a severe lack of PHBs from the early 3.0 days of our group, I encouraged players to copy and paste the rules for their feats, class abilities, skills, and racial abilities from the SRD into MS Word and print them out alongside their character sheets. It removes a lot of the burden of running the game for me when a player says, "Alright, I want to climb that wall. You said it's a pretty typical masonry wall? The DC for that should be around 25." Now all I have to do is come back and say, "Right. Since it rained last night, it might be a little trickier," and tack a +2 modifier onto the check. I don't need the mechanics of the game to present and "air of mystery" to my players... I can do that just fine with the world they interact with.
I like games in which the players are faced with risk versus reward choices, and when the rules sanitize some of those risks in the interest of predictability, then I will modify the rule accordingly to restore that feeling of uncertainty. First, I have yet to encounter the ruleset that can explicitly cover every circumstance that arises in the course of a game - I'm fortunate enough to play with very creative players for the most part. It is the GM's role, in addition to presenting the world, to adjudicate those rules in the course of play. That's straight from the RAW and shouldn't really be a source of contention.
No problem there, but I'll again point out that "ruling to restore a certain feeling of gameplay" can very, very easily silde into "ruling to restore how I feel the game should be". There's a fine line, and it takes a good GM to walk that line. If successful, the results can be marvelous. But I've seen many, many disasterous games where the GM tried to do just this and failed miserably.
Second, too many rules is cumbersome. Some folks have argued that it "only take a minute" to look up a rule and apply it, but IMX that's not where games bog down - it's how does the core rule interact with the rule from this supplement and that setting book? I'd rather make an ad hoc ruling and keep the game moving than stop play to search though three books to determine how these rules interact.
It'd certainly be helpful if you had a player there who knew the rules and who could tell you what they say in the situation, eh

? But seriously, I agree that too many rules is a bad thing, but I think we have a disagreement as to what constitutes "too many rules". I prefer a system where there is a simple and consistent resolution mechanic (in d20's case, d20 + modifier must beat DC) and a clear set of guidelines for the GM to determine the target (in this case, the DC). The less time I have to spend adjudicating how to climb a wall, the more time I can spend challenging my players with some good encounters.
Third, I think consistency is important - teaching GMs to be consistent in their rulings so that if something does deviate from the RAW the players can reasonably anticipate a similar result in the future is a good idea.
Absolutely, and that's where I think having a consistent resolution system as part of the system is essential.
Fourth and last, the rules exist to serve the game. If the RAW doesn't allow me to capture the feel of what I want to convey in presenting the world, then I adapt the rules so that they do.
No problem there either. The only way a problem arrises here is if you as the GM fail to get the players on the same page you're on. If you're seeking a grim & gritty game where even a low-damage attack can spell death for a character and your players think they're playing in a hack-fest where they can take all the hit point damage they want and never come out worse for it, then you've got a disconnect. And this is why a ruleset exists: to provide a shared interface for the world between all the players and the GM. No ruleset I know of can do it perfectly (which is why I refer to it as an "ideal"), but that should be the goal of any ruleset.
To clarify, when you change the rules to serve your game, you are doing do to help your players experience the game world in the same way you do. In the world you envision, let's say you don't see elves as graceful but frail, and instead see them as beautiful and charming but air-headed. You house rule elves to have a +2 charisma/-2 wisdom instead of a +2 dexterity/-2 consitution. A problem will not arrise here if you and the players all understand what elves are like in your game. A problem will rise, however, if you fail to communicate this change to players, or if the players fail to realize that you've changed elves. Now the guy who thought he was playing a nimble rogue finds out he's playing a ditz instead. The problem here is not that a change was made, but that there is a disconnect between how the player and the GM see the game world. As I've said, the ideal system minimizes this disconnect by providing a consistent (not necssarily overwhelming) ruleset. We'll probably never find that ideal system, but it should be the goal designers strive towards.