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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2550102" data-attributes="member: 5143"><p>I disagree, the DM and players should be able to use the rules as a solid basis for role playing as it covers most common things that people will do. For anything beyond the scope of the rules, the actual RAW can be used as a springboard to come up with new rules a lot like the originals that fit rarer situations. Plus, I've rarely, if ever, come up with situations the rules didn't cover. I allow my players to do anything they want, but if they are looking for combat bonuses for doing strange things, they find they don't get them in my game.</p><p></p><p>Any good DM should use common sense to interpret the rules anyways. A couple of the game designers have stated this directly. The rules ARE there to make the game easier on you so you don't have to make rulings for every action PCs do, not to provide a straight jacket that can't be changed. Even my players know that in very specific situations, the rules may be SLIGHTLY modified, but compared to other people's house rules, people probably think my rules ARE the ones in the book.</p><p></p><p></p><p>As I said before, this should be rare..the grapple rules can be used for a lot of things that "don't fit", tripping, disarming, charging all can be interpretted loosely to allow almost all situations.</p><p></p><p>I don't see it as a control issue, per se. I am just tired of games I was playing being ruined because a perfectly valid idea on my part was ruined by a DM that thought it was stupid(either because of a lack of imagination to see something as possible or because of a perceived balance issue without ever having tested it to see if there was a problem) and changed to rules so it was nearly impossible to succeed.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2550102, member: 5143"] I disagree, the DM and players should be able to use the rules as a solid basis for role playing as it covers most common things that people will do. For anything beyond the scope of the rules, the actual RAW can be used as a springboard to come up with new rules a lot like the originals that fit rarer situations. Plus, I've rarely, if ever, come up with situations the rules didn't cover. I allow my players to do anything they want, but if they are looking for combat bonuses for doing strange things, they find they don't get them in my game. Any good DM should use common sense to interpret the rules anyways. A couple of the game designers have stated this directly. The rules ARE there to make the game easier on you so you don't have to make rulings for every action PCs do, not to provide a straight jacket that can't be changed. Even my players know that in very specific situations, the rules may be SLIGHTLY modified, but compared to other people's house rules, people probably think my rules ARE the ones in the book. As I said before, this should be rare..the grapple rules can be used for a lot of things that "don't fit", tripping, disarming, charging all can be interpretted loosely to allow almost all situations. I don't see it as a control issue, per se. I am just tired of games I was playing being ruined because a perfectly valid idea on my part was ruined by a DM that thought it was stupid(either because of a lack of imagination to see something as possible or because of a perceived balance issue without ever having tested it to see if there was a problem) and changed to rules so it was nearly impossible to succeed. [/QUOTE]
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