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<blockquote data-quote="Greg K" data-source="post: 6426011" data-attributes="member: 5038"><p>Reread your 3.0 DMG.</p><p>While the 3.0 DMG discusses play styles and DMs trying to accommodate play style differences and make the game enjoyable for everyone, the author makes it clear in the beginning that the DM is in charge of how the game is played and are not beholden to the rules. From the introduction:</p><p> "Let's start with the biggest secret of all: the key to Dungeon Mastering. (Don't tell anybody, okay?) The secret is that you're in charge. This is not telling-everyone -what-to-do-sort of in charge. Rather, <strong>you get get to decide how your player group is going to play the game</strong>, when and where the adventures take place and what happens. <strong>You get to decide how the rules will work, which rules to use, and how strictly to adhere to them</strong>. That kind of in charge." (Note: Emphasis mine)</p><p></p><p></p><p>Throughout the the first thirty pages, the 3.0 DMG reiterates the above at different points. DMs are told that they are free to change rules, that rules can be ignored and decisions made to keep the game moving, etc. The author even provides numerous rules variants and options for tailoring the game and classes</p><p></p><p>And as for "my way or the highway" as it was brought up earlier in the thread, Dms are told to not invite back problem players (including those that stop the game with arguments or whom you would not enjoy spending time in another social setting). I include players who argue with the DM over play style differences and campaign preferences/details set by the DM (including allowable races, classes, supplements, etc.) to fall into the category of problem player at the table.</p><p></p><p>Edit: Given the above, I would say that 3e does give the same amount of carte blanche to ignore any and all rules. However, the author of the 3e DMG also states in the book that making rules changes is a challenge for DMs with little experience. I think that a lot of things presented in the rules are there to help them. For instance, the DM does not need to know all of those skill DC examples in the 3e PHB. Jonathan Tweet, in a Dragon preview of 3e, provided a quick rundown of what easy, hard, impossible, etc. mean for skill difficulties. Really, the DM needs only that and, from the DMG, the DM's best friend variant about modifying DCs or rolls with a modifier from 2 to 20 to adjudicate skills. That is nice, quick and simple. Having those quick skill dc descriptions in a Dragon preview article rather the skill section from the PHB and DMG was in my opinion a mistake.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6426011, member: 5038"] Reread your 3.0 DMG. While the 3.0 DMG discusses play styles and DMs trying to accommodate play style differences and make the game enjoyable for everyone, the author makes it clear in the beginning that the DM is in charge of how the game is played and are not beholden to the rules. From the introduction: "Let's start with the biggest secret of all: the key to Dungeon Mastering. (Don't tell anybody, okay?) The secret is that you're in charge. This is not telling-everyone -what-to-do-sort of in charge. Rather, [B]you get get to decide how your player group is going to play the game[/B], when and where the adventures take place and what happens. [B]You get to decide how the rules will work, which rules to use, and how strictly to adhere to them[/B]. That kind of in charge." (Note: Emphasis mine) Throughout the the first thirty pages, the 3.0 DMG reiterates the above at different points. DMs are told that they are free to change rules, that rules can be ignored and decisions made to keep the game moving, etc. The author even provides numerous rules variants and options for tailoring the game and classes And as for "my way or the highway" as it was brought up earlier in the thread, Dms are told to not invite back problem players (including those that stop the game with arguments or whom you would not enjoy spending time in another social setting). I include players who argue with the DM over play style differences and campaign preferences/details set by the DM (including allowable races, classes, supplements, etc.) to fall into the category of problem player at the table. Edit: Given the above, I would say that 3e does give the same amount of carte blanche to ignore any and all rules. However, the author of the 3e DMG also states in the book that making rules changes is a challenge for DMs with little experience. I think that a lot of things presented in the rules are there to help them. For instance, the DM does not need to know all of those skill DC examples in the 3e PHB. Jonathan Tweet, in a Dragon preview of 3e, provided a quick rundown of what easy, hard, impossible, etc. mean for skill difficulties. Really, the DM needs only that and, from the DMG, the DM's best friend variant about modifying DCs or rolls with a modifier from 2 to 20 to adjudicate skills. That is nice, quick and simple. Having those quick skill dc descriptions in a Dragon preview article rather the skill section from the PHB and DMG was in my opinion a mistake. [/QUOTE]
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