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General Tabletop Discussion
*Dungeons & Dragons
A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="TheSword" data-source="post: 9505120" data-attributes="member: 6879661"><p>Hostage implies that people can’t leave. While in a game folks can leave at any time on both sides. That’s my point.</p><p></p><p>Like any suitably complicated collection of rules they are open to be gamed and combined in some pretty twisted ways. We’ve seen it on the boards time and time again. 5.5 has corrected many but there will always be new ones. No one can force the DM to have to put up with problem elements in their games because the player doesn’t agree to give them up.</p><p></p><p>Let’s take one of the simplest changes to the rules that a DM may make. ‘This thing does not exist in my setting’. <em>Leomund’s</em> [not so] <em>Tiny Hut</em> for instance. Which is my most hated spell in the game. <em>Rope Trick</em> comes a close second for me. <em>Conjure Minor Elemental</em> might be another that different DMs dislike. If I say look guys I don’t want that spell in the game, or I’m changing the spell to be more or less powerful, no one can make me run a campaign for a player that demands to have it because they don’t consent to give it up.</p><p></p><p>In truth it’s not that the DM can take the game hostage. It’s that a player <strong>can’t</strong> take the DM hostage and make them run a game for them when it’s not fun for the DM because of a RAW character that steals the joy out of it for them.</p><p></p><p>That’s what I mean that the DM will be the ultimate arbiter of their world. I suspect the DM’s Guide will elaborate more.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9505120, member: 6879661"] Hostage implies that people can’t leave. While in a game folks can leave at any time on both sides. That’s my point. Like any suitably complicated collection of rules they are open to be gamed and combined in some pretty twisted ways. We’ve seen it on the boards time and time again. 5.5 has corrected many but there will always be new ones. No one can force the DM to have to put up with problem elements in their games because the player doesn’t agree to give them up. Let’s take one of the simplest changes to the rules that a DM may make. ‘This thing does not exist in my setting’. [I]Leomund’s[/I] [not so] [I]Tiny Hut[/I] for instance. Which is my most hated spell in the game. [I]Rope Trick[/I] comes a close second for me. [I]Conjure Minor Elemental[/I] might be another that different DMs dislike. If I say look guys I don’t want that spell in the game, or I’m changing the spell to be more or less powerful, no one can make me run a campaign for a player that demands to have it because they don’t consent to give it up. In truth it’s not that the DM can take the game hostage. It’s that a player [B]can’t[/B] take the DM hostage and make them run a game for them when it’s not fun for the DM because of a RAW character that steals the joy out of it for them. That’s what I mean that the DM will be the ultimate arbiter of their world. I suspect the DM’s Guide will elaborate more. [/QUOTE]
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A glimpse at WoTC's current view of Rule 0
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