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A change of perspective: From DM to Player
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<blockquote data-quote="KarinsDad" data-source="post: 7106833" data-attributes="member: 2011"><p>That's fine. To each their own. I take it you rarely play poker. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>I think on page 6 of the PHB (not sure, I don't have my book in front of me) there is a RULE that the DM is the authority of his campaign or some such. So by definition, you disagreeing with a DM ruling is basically violating the rules of the game, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> The game as intended by the designers is that the DM is the final authority of his game. That doesn't mean that many rules decisions cannot be made collaboratively, but it does mean that once he has heard what his players are telling him, he makes the final decision which may or may not be what some, most, or all of his players wanted.</p><p></p><p></p><p>Btw, there are a lot of examples where I think the designers were asleep at the wheel. Dragons are one of them. 1 spell per CHA mod as an optional give dragon spells rule??? WT?</p><p></p><p>Dragons are supposed to be the most powerful creatures around. It's even on the name of the game. In 5E without the optional rule, Dragons are just big flying brutes. Ho hum. Boring for the DM. Boring for the players. A sack of hit points with a few extra attacks outside of their own turn.</p><p></p><p>So in my game, I doubled the number of CHA mod spells for all normal dragons (i.e. all dragons can cast spells and double what the Monster Manual allows), and gave caster levels to "True Dragons". Btw, the designers of Storm King's Thunder created what I call a "True Dragon" and put it in their adventure. In my world, a dragon might Dimension Door away and then come back several rounds later with 3 buff spells up, or they might cast area effect spells while waiting for their breath to recharge, or they might cast Banishment or Polymorph on PCs, or a Wall of Ice to cut off PCs. It's scarier when even a smaller dragon totally controls the battlefield.</p><p></p><p></p><p>Another example. Sorcerers. Every player I ever had who ran a 5E sorcerer regretted it very quickly. Why play the game exactly as is if one class is obviously subpar to virtually all of the other classes in nearly all ways? Metamagic. Ho hum. Wasting spell slots, just so that you can metamagic your same one or two trick pony an extra time or two a day? Ho hum. The designers did not just fall asleep at the wheel with sorcerers, they subcontracted them out to the lowest price bidder.</p><p></p><p></p><p>Finally, there are gray areas where the rules can be interpreted in multiple ways. I have on a few occasions seen one designer rule one way in a tweet and another in another way. If RAW or even RAI was so obvious, then why do designers sometimes disagree with each other?</p><p></p><p></p><p></p><p></p><p>How as a player would you know if the adventure went off-rail? In Storm King's Thunder, there are many detailed places where the PCs are never intended to go (if you go in one direction, you are not going in another). So, I changed the adventure so that the PCs end up going to nearly every location in that adventure. That way, they get to experience them all and not just a few here and there.</p><p></p><p>The first casualty of a battle is the plan, and the first casualty of an adventure is the script.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7106833, member: 2011"] That's fine. To each their own. I take it you rarely play poker. :lol: I think on page 6 of the PHB (not sure, I don't have my book in front of me) there is a RULE that the DM is the authority of his campaign or some such. So by definition, you disagreeing with a DM ruling is basically violating the rules of the game, right? :cool: The game as intended by the designers is that the DM is the final authority of his game. That doesn't mean that many rules decisions cannot be made collaboratively, but it does mean that once he has heard what his players are telling him, he makes the final decision which may or may not be what some, most, or all of his players wanted. Btw, there are a lot of examples where I think the designers were asleep at the wheel. Dragons are one of them. 1 spell per CHA mod as an optional give dragon spells rule??? WT? Dragons are supposed to be the most powerful creatures around. It's even on the name of the game. In 5E without the optional rule, Dragons are just big flying brutes. Ho hum. Boring for the DM. Boring for the players. A sack of hit points with a few extra attacks outside of their own turn. So in my game, I doubled the number of CHA mod spells for all normal dragons (i.e. all dragons can cast spells and double what the Monster Manual allows), and gave caster levels to "True Dragons". Btw, the designers of Storm King's Thunder created what I call a "True Dragon" and put it in their adventure. In my world, a dragon might Dimension Door away and then come back several rounds later with 3 buff spells up, or they might cast area effect spells while waiting for their breath to recharge, or they might cast Banishment or Polymorph on PCs, or a Wall of Ice to cut off PCs. It's scarier when even a smaller dragon totally controls the battlefield. Another example. Sorcerers. Every player I ever had who ran a 5E sorcerer regretted it very quickly. Why play the game exactly as is if one class is obviously subpar to virtually all of the other classes in nearly all ways? Metamagic. Ho hum. Wasting spell slots, just so that you can metamagic your same one or two trick pony an extra time or two a day? Ho hum. The designers did not just fall asleep at the wheel with sorcerers, they subcontracted them out to the lowest price bidder. Finally, there are gray areas where the rules can be interpreted in multiple ways. I have on a few occasions seen one designer rule one way in a tweet and another in another way. If RAW or even RAI was so obvious, then why do designers sometimes disagree with each other? How as a player would you know if the adventure went off-rail? In Storm King's Thunder, there are many detailed places where the PCs are never intended to go (if you go in one direction, you are not going in another). So, I changed the adventure so that the PCs end up going to nearly every location in that adventure. That way, they get to experience them all and not just a few here and there. The first casualty of a battle is the plan, and the first casualty of an adventure is the script. [/QUOTE]
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