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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="mamba" data-source="post: 9464073" data-attributes="member: 7034611"><p>if it isn't, then you are inviting back in a lot of DM adjudication. I thought that is what you wanted to avoid</p><p></p><p></p><p>I agree with the 3e part, but I am not sure how you think you can have vague generic rules covering swathes without inviting a lot of decision making by the DM back in.</p><p></p><p></p><p>but not at all specific, leaving a lot of room for the DM.</p><p></p><p></p><p>kinda like the play examples in the PHB, maybe a little clearer / stricter, but the fact remains, having few generic rules opens a lot of decision space for the DM, it is not locking them down the way many detailed specific rules would.</p><p></p><p></p><p>DM empowerment means vague, not well thought out rules that require the DM to 'fix' / 'make sense of' them? We have a very different idea of what DM empowerment is, I do not consider that empowering at all</p><p></p><p></p><p>well, 'unless your DM says otherwise' <em>is</em> DM empowerment, but I do not need bad rules that leave gaps for the DM to operate in for that. I want good, clear rules and guidelines for encounter building, handing out treasure etc. I can still deviate from that, but not having them means leaving the DM in the dark and fending for themself is empowering, and that is about the furthest thing from empowering as far as I am concerned.</p><p> </p><p></p><p>that does not mean we should have bad, vague rules, it just means they are not the be all and end all. I can have rulings and still be consistent, in fact I think consistency is more important than following the rule as written.</p></blockquote><p></p>
[QUOTE="mamba, post: 9464073, member: 7034611"] if it isn't, then you are inviting back in a lot of DM adjudication. I thought that is what you wanted to avoid I agree with the 3e part, but I am not sure how you think you can have vague generic rules covering swathes without inviting a lot of decision making by the DM back in. but not at all specific, leaving a lot of room for the DM. kinda like the play examples in the PHB, maybe a little clearer / stricter, but the fact remains, having few generic rules opens a lot of decision space for the DM, it is not locking them down the way many detailed specific rules would. DM empowerment means vague, not well thought out rules that require the DM to 'fix' / 'make sense of' them? We have a very different idea of what DM empowerment is, I do not consider that empowering at all well, 'unless your DM says otherwise' [I]is[/I] DM empowerment, but I do not need bad rules that leave gaps for the DM to operate in for that. I want good, clear rules and guidelines for encounter building, handing out treasure etc. I can still deviate from that, but not having them means leaving the DM in the dark and fending for themself is empowering, and that is about the furthest thing from empowering as far as I am concerned. that does not mean we should have bad, vague rules, it just means they are not the be all and end all. I can have rulings and still be consistent, in fact I think consistency is more important than following the rule as written. [/QUOTE]
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