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Advice on how not to feel like a lousy DM
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<blockquote data-quote="Charlaquin" data-source="post: 7864637" data-attributes="member: 6779196"><p>I would say that at the table during game is never the time or place for spending ages finding the correct ruling. I do agree that if you can find it <em>quickly</em> (as in, under a minute), fine, but if not, wing it. Spending any more than a few moments looking up a rule is something that should be done outside of the game.</p><p></p><p></p><p>See, this is the exact argument I would use <em>in favor</em> of winging it, rather than wasting table time trying to find the “right” ruling. If you get it completely, totally, 100% wrong, <em>what then</em>? Literally the worst case scenario is that you just go over the following options with your players:</p><p></p><p></p><p>I agree that none of them are <em>perfect</em> solutions, but in my experience 3 is almost always the best option, as its drawbacks are pretty much negligible. What actual harm is done by one small internal inconsistency due to human error?</p><p></p><p></p><p>This is not consistent with my experience. I haven’t had any trouble with players trying to argue against a ruling that happens to not be in their favor in many years. Not sure whether that is more attributable to the maturity of the people I play with, or the general attitude of D&D shifting away from the rules lawyering that was prevalent in the 3e days. Probably a mix of both.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7864637, member: 6779196"] I would say that at the table during game is never the time or place for spending ages finding the correct ruling. I do agree that if you can find it [i]quickly[/i] (as in, under a minute), fine, but if not, wing it. Spending any more than a few moments looking up a rule is something that should be done outside of the game. See, this is the exact argument I would use [I]in favor[/I] of winging it, rather than wasting table time trying to find the “right” ruling. If you get it completely, totally, 100% wrong, [I]what then[/I]? Literally the worst case scenario is that you just go over the following options with your players: I agree that none of them are [I]perfect[/I] solutions, but in my experience 3 is almost always the best option, as its drawbacks are pretty much negligible. What actual harm is done by one small internal inconsistency due to human error? This is not consistent with my experience. I haven’t had any trouble with players trying to argue against a ruling that happens to not be in their favor in many years. Not sure whether that is more attributable to the maturity of the people I play with, or the general attitude of D&D shifting away from the rules lawyering that was prevalent in the 3e days. Probably a mix of both. [/QUOTE]
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