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<blockquote data-quote="Oofta" data-source="post: 8926716" data-attributes="member: 6801845"><p>But in the end you did make a decision on whether it was allowed, what the risk would be, what the chances were and so on. Obviously magic works differently in that game but it's not just the player declaring "I do X" and the GM passively saying "Okay".</p><p></p><p></p><p></p><p>I think the GM in your game is still the absolute authority. <em>You </em>may always come to agreement through discussion, but part of that calculation on the side of the player has to be that you can say no, even if you rarely if ever do. The usage still has to be reasonable.</p><p></p><p></p><p></p><p>We all have different expectations and preferences. I would hate having to describe what my magic did like what you explained on a regular basis. Occasionally I want to do weird things with magic, but most of the time I just want to cast X.</p><p></p><p>Just because you don't like D&D, doesn't mean it's a bad system for everyone else.</p><p></p><p></p><p></p><p></p><p>If an artificer in my game were to say "I build a jet fighter" I would say "no". I don't think that's exactly incredibly specific and narrow. As far as other limitations ... as DM I have to make lore and a world that makes sense to me. If I'm playing a PC instead of DMing I don't want to think about that kind of stuff outside of my backstory, even then I want it to fit into the DM's world. </p><p></p><p></p><p></p><p>A lot of this just comes down to preference. You may think a more abstract game is preferable because people have more flexibility. That's fine. I don't want to have to think in that way when I'm a player in a game. A lot of people have a hard enough time with the fairly concrete rules of D&D and would be lost in a game with too much flexibility. Fortunately there are options and we don't all have to play the same game or the same way.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8926716, member: 6801845"] But in the end you did make a decision on whether it was allowed, what the risk would be, what the chances were and so on. Obviously magic works differently in that game but it's not just the player declaring "I do X" and the GM passively saying "Okay". I think the GM in your game is still the absolute authority. [I]You [/I]may always come to agreement through discussion, but part of that calculation on the side of the player has to be that you can say no, even if you rarely if ever do. The usage still has to be reasonable. We all have different expectations and preferences. I would hate having to describe what my magic did like what you explained on a regular basis. Occasionally I want to do weird things with magic, but most of the time I just want to cast X. Just because you don't like D&D, doesn't mean it's a bad system for everyone else. If an artificer in my game were to say "I build a jet fighter" I would say "no". I don't think that's exactly incredibly specific and narrow. As far as other limitations ... as DM I have to make lore and a world that makes sense to me. If I'm playing a PC instead of DMing I don't want to think about that kind of stuff outside of my backstory, even then I want it to fit into the DM's world. A lot of this just comes down to preference. You may think a more abstract game is preferable because people have more flexibility. That's fine. I don't want to have to think in that way when I'm a player in a game. A lot of people have a hard enough time with the fairly concrete rules of D&D and would be lost in a game with too much flexibility. Fortunately there are options and we don't all have to play the same game or the same way. [/QUOTE]
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