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<blockquote data-quote="Primitive Screwhead" data-source="post: 2556392" data-attributes="member: 20805"><p><strong>Firelance</strong> hit the hidden nail on the head...</p><p></p><p></p><p></p><p>As a player, if I have a DM who houserules over RAW ... but that DM has chosen DM Fiat without even understanding the rules to begin with? Bah. </p><p> Increase frustration when the RAW would work just as well, if not better, than the houserule designed to 'fix' a problem..</p><p></p><p> Looking back over the years of posting in the House Rules forum, three quarters of my HR forays end up being nixed as I learn how the RAW addresses the issue.</p><p></p><p>But heaven forbid I ask a DM to follow the concepts listed in the HARP rulebook {thanks <strong>Rasyr </strong> for posting that..} I mean, really. Why learn the relatively consistant rules when you can make stuff up on the fly? I am sure this method of play does nothing to engender a player frustration when they design a character around the rules in the PHB, only to find out that things work different in your game.</p><p> I am sure that any fictional player who may be frustrated with your ad-hoc rulings wont start fighting back in a confrontational way by turning into a rules-lawyer, whipping out highlighted pages that show the RAW in support of thier actions.</p><p></p><p>DMing 3x does take alot more planning and preparation than earlier editions. In return for this, the game can be much more reliable and consistant, allowing those playing the game to stretch thier imaginations with a good idea of what the heroic actions chances of success are...without going with the old 'If the DM thinks its cool, then it will work.. otherwize I am screwed' line of thought.</p><p></p><p> My suggestions: </p><p> DM, know the rules. Bend them only slightly to match your style</p><p> Players, know your characters abilities</p><p> Both.. communicate desires and plans.. before commiting action in play.</p><p></p><p> And, given the chance.. players take a turn at the DM's side of the screen. The appreciation for how much work goes into a nights session can tone down alot of the confrontational stuff that happens at the tables.</p><p> DM, Understand that the world you create... belongs to the group. Your players will bend, tear, mutilate, and shred it to bits and pieces. Enjoy the results and see where the game takes you!</p><p></p><p>Anough rambling.. been doing that alot lately <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2556392, member: 20805"] [B]Firelance[/B] hit the hidden nail on the head... As a player, if I have a DM who houserules over RAW ... but that DM has chosen DM Fiat without even understanding the rules to begin with? Bah. Increase frustration when the RAW would work just as well, if not better, than the houserule designed to 'fix' a problem.. Looking back over the years of posting in the House Rules forum, three quarters of my HR forays end up being nixed as I learn how the RAW addresses the issue. But heaven forbid I ask a DM to follow the concepts listed in the HARP rulebook {thanks [B]Rasyr [/B] for posting that..} I mean, really. Why learn the relatively consistant rules when you can make stuff up on the fly? I am sure this method of play does nothing to engender a player frustration when they design a character around the rules in the PHB, only to find out that things work different in your game. I am sure that any fictional player who may be frustrated with your ad-hoc rulings wont start fighting back in a confrontational way by turning into a rules-lawyer, whipping out highlighted pages that show the RAW in support of thier actions. DMing 3x does take alot more planning and preparation than earlier editions. In return for this, the game can be much more reliable and consistant, allowing those playing the game to stretch thier imaginations with a good idea of what the heroic actions chances of success are...without going with the old 'If the DM thinks its cool, then it will work.. otherwize I am screwed' line of thought. My suggestions: DM, know the rules. Bend them only slightly to match your style Players, know your characters abilities Both.. communicate desires and plans.. before commiting action in play. And, given the chance.. players take a turn at the DM's side of the screen. The appreciation for how much work goes into a nights session can tone down alot of the confrontational stuff that happens at the tables. DM, Understand that the world you create... belongs to the group. Your players will bend, tear, mutilate, and shred it to bits and pieces. Enjoy the results and see where the game takes you! Anough rambling.. been doing that alot lately :) [/QUOTE]
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