TwoSix
The Year of the TwoSix
In general, lack of conflict has proven pretty easy to handle.Absolutely. If there is an actual conflict.
In general, lack of conflict has proven pretty easy to handle.Absolutely. If there is an actual conflict.
In general, lack of conflict has proven pretty easy to handle.![]()
The difference is you describe a process where two people gm and player discuss and come to an agreement that does not include one side coming to that with the foundation that if tha other disagrees and says no they are being a jerk or are being irrational or that its theirs alone to decide.
I don't know why some DMs are so particular as if their world is that fragile.
We roll with and have fun. I don't know why some DMs are so particular as if their world is that fragile.
Well that's insulting. Is this your insult for everyone who doesn't use multiclassing?
Small tangent, I have noticed that a lot of people reference 'DM' instead of 'table'. At our table we all make decisions collectively about the kind of game we want.
If a player makes a character we don't want to play with then we as the table will veto them. It has nothing to do with 'fragility'. We are there to have fun and while we could put up with many disruptive players and/or characters, we don't want to. Life is too short.
Small tangent, I have noticed that a lot of people reference 'DM' instead of 'table'. At our table we all make decisions collectively about the kind of game we want.
If a player makes a character we don't want to play with then we as the table will veto them. It has nothing to do with 'fragility'. We are there to have fun and while we could put up with many disruptive players and/or characters, we don't want to. Life is too short.
Interesting. Has this veto been used at your table?We have a similar house rule. If a player is forced to create a new character due to death or otherwise, any other player may veto the new character created if they believe it clashes with their own.
By 'can you see the difference?' I mean the difference between what I see as the player's purview (idea, choice of race/class/background already allowed by the DM, fluff to explain the crunch) and the DM's purview (necessary adjustments to better fit into the DM's campaign, messing with the DM's actual adventure/plots/game world politics), as illustrated by the fact that the only thing I feel I need the DM's permission for is the 'Feywild time dilation' aspect because the adventure will be set in the Feywild?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.