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Balanced Gaming through Rule-Lawyering?
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<blockquote data-quote="Kalendraf" data-source="post: 364379" data-attributes="member: 3433"><p>I would be said rules lawyer! I don't really consider myself to be a rules lawyer or a whiner... You really need to hear both sides of the story, I'd say. The DM in question tossed us into a very difficult adventure when my character was killed. Turns out it was a CR11 monster (probably an EL12 or 13 due to the monster-friendly terrain) while the party was about 6th level. I don't mind that kind of thing when you can run away. But we had no real choice but as a party and had to fight past it, and we had no easy way to do so. It was the DM's first campaign in 3E and he really didn't have a firm grasp on how EL's and stuff were supposed to work. And as a result, my character ended up dying, though in the process it proved the point that things were terribly amiss in the campaign from a challenge perspective.</p><p></p><p>As for rules lawyering in general, I firmly believe that a campaign is limited by how well it is run, and that includes how well the DM both knows and enforces rules critical to the situation at hand. When a DM makes a minor mistake like forgetting about some obscure ruling, I *usually* just blow it off as a player, but try to let them know outside the session. What irks me the most is when a DM really hoses up and either misses a very key rule in the game session (either to the weal or woe of the party) or if they aren't consistent with a ruling between game sessions. In one of shouit's sessions I brought up a rather minor rules oversight during the session, which I realize wasn't in best interest of the campaign that night.</p><p></p><p>I've played for some DM's that expect themselves to know every rule inside and out, and I guess that's ingrained in my blood now. Some of the best games I've been involved in as a player and as a DM were that good because the players and the DM took extra effort to learn the rules inside and out. Once that is done, the time spent wondering what was legal went away, leaving so much more time for good ole roleplaying, combat, and the other stuff that you really play the game for.</p><p></p><p>I fully agree with a lot of the points here - books at the table are up to DM discretion. I for one like having them handy for reference, and it's easy for a non-active player to look up a ruling while the roleplay continues with the other players, etc. The game is so much better when everyone knows and understands the rules, IMHO, and the only way to teach that is to figure them out either during or immediately after the session where the questions come up.</p><p></p><p>I guess deep-down I want a DM to be perfect (that goes for when I play or when I DM), but I realize that DM's are human too.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 364379, member: 3433"] I would be said rules lawyer! I don't really consider myself to be a rules lawyer or a whiner... You really need to hear both sides of the story, I'd say. The DM in question tossed us into a very difficult adventure when my character was killed. Turns out it was a CR11 monster (probably an EL12 or 13 due to the monster-friendly terrain) while the party was about 6th level. I don't mind that kind of thing when you can run away. But we had no real choice but as a party and had to fight past it, and we had no easy way to do so. It was the DM's first campaign in 3E and he really didn't have a firm grasp on how EL's and stuff were supposed to work. And as a result, my character ended up dying, though in the process it proved the point that things were terribly amiss in the campaign from a challenge perspective. As for rules lawyering in general, I firmly believe that a campaign is limited by how well it is run, and that includes how well the DM both knows and enforces rules critical to the situation at hand. When a DM makes a minor mistake like forgetting about some obscure ruling, I *usually* just blow it off as a player, but try to let them know outside the session. What irks me the most is when a DM really hoses up and either misses a very key rule in the game session (either to the weal or woe of the party) or if they aren't consistent with a ruling between game sessions. In one of shouit's sessions I brought up a rather minor rules oversight during the session, which I realize wasn't in best interest of the campaign that night. I've played for some DM's that expect themselves to know every rule inside and out, and I guess that's ingrained in my blood now. Some of the best games I've been involved in as a player and as a DM were that good because the players and the DM took extra effort to learn the rules inside and out. Once that is done, the time spent wondering what was legal went away, leaving so much more time for good ole roleplaying, combat, and the other stuff that you really play the game for. I fully agree with a lot of the points here - books at the table are up to DM discretion. I for one like having them handy for reference, and it's easy for a non-active player to look up a ruling while the roleplay continues with the other players, etc. The game is so much better when everyone knows and understands the rules, IMHO, and the only way to teach that is to figure them out either during or immediately after the session where the questions come up. I guess deep-down I want a DM to be perfect (that goes for when I play or when I DM), but I realize that DM's are human too. [/QUOTE]
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