Ahem. The rules are up to the DM. The DM is God. Worship the Glorius DM!

Jakathi

First Post
lol. i'm serious. in the end, the rulebooks and guides are just that. Guides to help you play. You don't need to know what a grapple is or inititive. You can just get a simple d6 and say ok. if this comes between one and three, you hit the critter. if it comes between 4 and 6 you miss

this lil thingie (holds up a d20) will determine how much your sword-chop did to him. Kay?
 

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Ain't nothing wrong with that. ;-)

But there's something about having a set of rules that people are drawn to--whether more or less. But think, somehow somebody came up with checkers and somebody came up with chess and somebody came up with Go. Some gamers like to use one d6, some lots of d6's and others lots of d-anything's. Rules are part of the fun.

But ultimately, I choose to be the DM, whatever that reveals...
 



The DM is one player at a table with two to nine players playing at it.

The DM is not god - he's just one player among several. He has more responsibilities, and more control over the story than do the other players - but he's not omnipotent, and certainly should not act like he is.

-Frank
 



Reminds me of a situation we were in once. The thief botches a lockpick check, and gets under some pressure from the rest of us.
Me: "Dude, just take twenty."

Him: "No, I can get this."

Other Dude: "Dude, you just rolled under a 5 again."

Him: "Fine. I'll take twenty."

DM: "OK, roll a D20."

Which led into a rather long discussion of "Do you know what you're doing?"

I am in favor of the DM being empowered. Especially because I DM a lot more than I play. However, The sort of DM to completely disregard the rules, or change them arbitrarally tends not to be a fun sort to play with. Especially if the game is being run from a tactical RPG standpoint. So as long as it doesn't bug your players, have fun. :D
 

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