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<blockquote data-quote="Raven Crowking" data-source="post: 2557571" data-attributes="member: 18280"><p>What about:</p><p></p><p>D) DM uses the RAW, states that the gnome can make the check, but has a -12 modifier due to size difference on his roll, whereas the dragon gains a +2 circumstance modifier to the DC due to the dragon wiping the floor with the PCs, making this a roll that cannot be pulled out of any portable hole by this particular gnome, unless he used a d30. Following this the player:</p><p></p><p></p><p>(1) Says, "Yeah, I guess it's not going to work. Can I take another action instead?" or</p><p></p><p>(2) Says, "What a putz you are, DM, for thinking there should be a +2 circumstance modifier when clearly there shouldn't!"</p><p></p><p></p><p>RC</p><p></p><p></p><p>EDIT: My point is merely that "player fiat" occurs whether or not you follow the RAW. Bad players and bad DMs have a lot in common.</p><p></p><p>That said, I have to admit that I find this initimidate vs. a dragon side argument a bit tedious because (1) this is an area that the RAW covers pretty well, and (2) in most cases, this is an area where the RAW and the supposed DM fiat end up with the same result. At the most, four points difference in the DC (from very, very unlikely to impossible) .... which is the same as the tumble from a table example.</p><p></p><p>IMHO, the RAW does work extremely well from a game design standpoint. However, (also IMHO), campaign design trumps game design. It is more important that the rules fit the game than that they are followed slavishly.</p><p></p><p>The problem with bad DMs (and players) is that they cannot determine when variance from a rule is appropriate....or when slavish devotion is not. The 3.X system makes this easier for the players, because following the rules is <em>almost always</em> appropriate from the player's standpoint. However, the DM still has to decide whether or not to allow (for example) various spells and feats into his campaign world. If the DM is not looking for generic D&D, s/he must invest in the modification of rules.</p><p></p><p>Eberron, Oriental Adventures, and Forgotten Realms (again, for example) all show how this creative DM tinkering should work. New things are added. Some old things may be subtracted. What fits in a world is kept. What should be in a world, but does not yet exist, must be created. Rules might need tweaking to handle new situations. This is all part of good DMing.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2557571, member: 18280"] What about: D) DM uses the RAW, states that the gnome can make the check, but has a -12 modifier due to size difference on his roll, whereas the dragon gains a +2 circumstance modifier to the DC due to the dragon wiping the floor with the PCs, making this a roll that cannot be pulled out of any portable hole by this particular gnome, unless he used a d30. Following this the player: (1) Says, "Yeah, I guess it's not going to work. Can I take another action instead?" or (2) Says, "What a putz you are, DM, for thinking there should be a +2 circumstance modifier when clearly there shouldn't!" RC EDIT: My point is merely that "player fiat" occurs whether or not you follow the RAW. Bad players and bad DMs have a lot in common. That said, I have to admit that I find this initimidate vs. a dragon side argument a bit tedious because (1) this is an area that the RAW covers pretty well, and (2) in most cases, this is an area where the RAW and the supposed DM fiat end up with the same result. At the most, four points difference in the DC (from very, very unlikely to impossible) .... which is the same as the tumble from a table example. IMHO, the RAW does work extremely well from a game design standpoint. However, (also IMHO), campaign design trumps game design. It is more important that the rules fit the game than that they are followed slavishly. The problem with bad DMs (and players) is that they cannot determine when variance from a rule is appropriate....or when slavish devotion is not. The 3.X system makes this easier for the players, because following the rules is [I]almost always[/I] appropriate from the player's standpoint. However, the DM still has to decide whether or not to allow (for example) various spells and feats into his campaign world. If the DM is not looking for generic D&D, s/he must invest in the modification of rules. Eberron, Oriental Adventures, and Forgotten Realms (again, for example) all show how this creative DM tinkering should work. New things are added. Some old things may be subtracted. What fits in a world is kept. What should be in a world, but does not yet exist, must be created. Rules might need tweaking to handle new situations. This is all part of good DMing. RC [/QUOTE]
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