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<blockquote data-quote="Gothmog" data-source="post: 3172421" data-attributes="member: 317"><p>1) I understand that, but flavor reasons ARE a good reason to change rules. If paladins in a world must worship a god to get powers, then thats a change from RAW thats justified. If the DM has no place in his world for elves, again thats justified. Less common magic is another perfectly legit change to the rules, but with that the DM also has to remember to not toss around too many DR baddies without giving the PCs some means of escape or another way of dealing with them (ie a holy charm to ward them off, etc). Restricting ways to counter DR without consideration and using lots of DR baddies is a bad idea though.</p><p></p><p>2) Agree with you here completely. If the rules are changed, then the DM needs to tell everyone what the new rules are. Now some folks don't need to know all the new rules (for example, a fighter knowing all the spellcasting rules) but if they want to read up on those, thats fine too. But the new rules need to at least be available for the players to look at.</p><p></p><p>On the other hand, having been a DM most of my gaming career, sitting back and letting a DM do things his own way is hard to do sometimes, especially if he is doing something differently than the way you would, or differently than the RAW (whether house rules or core rules). But keep in mind you're in his game, and his rules apply- and most of the time DMs have a reason for changing how things run, even if you might not agree with it. Most DMs (including myself and most likely you too) don't really appreciate players saying "but...its not supposed to work this way!" or have players undermine rulings. Its one thing if the DM makes a mistake ("hey, don't I get a save to resist the poison?"), but another entirely for players to insist on things their own way ("the RAW clearly states poison saves use Fort, and your house rule that poisons are only resisted with Con modifier is screwing my character, even though you lowered poison DCs to compensate!").</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3172421, member: 317"] 1) I understand that, but flavor reasons ARE a good reason to change rules. If paladins in a world must worship a god to get powers, then thats a change from RAW thats justified. If the DM has no place in his world for elves, again thats justified. Less common magic is another perfectly legit change to the rules, but with that the DM also has to remember to not toss around too many DR baddies without giving the PCs some means of escape or another way of dealing with them (ie a holy charm to ward them off, etc). Restricting ways to counter DR without consideration and using lots of DR baddies is a bad idea though. 2) Agree with you here completely. If the rules are changed, then the DM needs to tell everyone what the new rules are. Now some folks don't need to know all the new rules (for example, a fighter knowing all the spellcasting rules) but if they want to read up on those, thats fine too. But the new rules need to at least be available for the players to look at. On the other hand, having been a DM most of my gaming career, sitting back and letting a DM do things his own way is hard to do sometimes, especially if he is doing something differently than the way you would, or differently than the RAW (whether house rules or core rules). But keep in mind you're in his game, and his rules apply- and most of the time DMs have a reason for changing how things run, even if you might not agree with it. Most DMs (including myself and most likely you too) don't really appreciate players saying "but...its not supposed to work this way!" or have players undermine rulings. Its one thing if the DM makes a mistake ("hey, don't I get a save to resist the poison?"), but another entirely for players to insist on things their own way ("the RAW clearly states poison saves use Fort, and your house rule that poisons are only resisted with Con modifier is screwing my character, even though you lowered poison DCs to compensate!"). [/QUOTE]
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