Hussar said:Something that does surprise me is that people use the term rules lawyer like an epithet. Heck, I'm PROUD to be a rules lawyer. I make a point of reading the rules threads, reading the FAQ's and Errata for books, and, yes, actually sitting down and READING the entire combat section of the PHB.
In the end, I have two pieces of advice. First, READ THE MANUAL. Don't assume that something is broken or needs to be fixed until after you've done that. Second, READ THE MANUAL AGAIN.Really. Even experienced DM's should brush up on mechanics from time to time. It's amazing how much easier life gets when everyone has a solid grasp on mechanics. In those instances when no mechanics exist, then, fine, go with your gut. But, given the choice between RAW and your gut, I'll bet dollars to donuts that the RAW works better 99% of the time.
Henry said:Being a "Rules Guru" is not a bad thing, and is in fact desirable to have at least one at your table. As most people here, at WotC forums, at RPG.net, and at Dragonsfoot mean it (the forums I frequent), "Rules Lawyer" is someone who uses the rules for the party's personal gain, when the rules are advantageous. Just as a lawyer in court does not point out when his client is actually guilty, most people define "Rules Lawyers" as advocates for one side ONLY (players or DM, not "the game").
RTFM -- sound advice, truly. However, "works better" has a different connotation for me. It isn't better if the RAW is a multi-step process taking several minutes to resolve but which adds no fun or drama to the resolution. While knowing the rules is great, if the rule is something involved ( a LOT of people use the Grapple rules as an example; I tend to use the town creation system from the DMG, myself) it can bog things down no matter if you have a cheat sheet in front of you or not. "Keeping the game moving" is the standard I use, and if it slows things to a crawl where people are getting bored, then something's not moving like it should and an alternative needs to be found.
Whew! Thankfully none of those are the "due to some unusual circumstance" type of situation that the original poster specifically made a point in noting.Numion said:It would be common sense for 4 people to have to surrender when facing a detachment of 20 city watchmen.
It would be common sense for a PCs velocity not to change when teleporting from the arctic to equator.
It would be common sense for cyanide to kill any human.
But those are not the things I want in my D&D game. Common sense be damned.
Yep, that explains my approach perfectly.argo said:If we're talking about a corner case where several rules interact to produce a strange result or a gray area where the rules only kinda-sorta cover it, then I have no problem bending the rules to get the result I feel appropriate to the situation.
However, if we're talking about a clearly defined part of the game and someone wants to complain about "common sense" "realism" or the "real world" then it is RAW all the way. This is a game, not a physics simulator.
Tetsubo said:Reality however comes first.

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