I think so. Even in 3.5, almost every DM has some house rules that other DMs don't use. Every group plays differently, so if you're not willing to flex a little bit, then you'll probably not be playing very much.
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In 3e players had near equal ownership of the rules, not having that anymore may be difficult for players weened on 3e
As long as DMs keep control of themselves I think it will be fine. If giving the DM more room to maneuver within the rules makes the game more fun, then players should enjoy it. I think the people who complain about that the most will be the rules lawyering players who use their knowledge of the DM's rules (monster stats, etc) to metagame or min-max. But you'll never please those types anyway unless you let them "win" all the time.
I think there is a difference between inexperienced and bad DMs.Protagonist said:Actually I don't think many ignorant DMs have ever been stopped by rules-lawyers. And again we are talking about problems pertaining to the personality of the players and/or DMs.
An inexperienced GM will make mistakes and no ruleset can fix this. Nor should it! But if he is not an idiot about his blunders and mistakes he will learn from them and it won't hurt the gaming experience of group much. And eventually he will become a good GM. If he is unwilling to adapt and learn he will ruin every game, but neither the ignorance nor the "learning from mistakes" is directly related to the amount of scaffolding a ruleset provides.
Fenes said:Bah. Even in "equal rules" mode, any DM still could do as much railroading or DM fiat as he wanted.
Interesting point. The intro to the OD&D supplement Deities & Demigods mentions TSR's concern with Monty Haul DMs. The 1e DMG warns against the Scylla and Charybdis of Killer DMing and Monty Haulism. The problem is, Gary didn't give clearcut examples of what these consist of. It took until 3e's wealth-by-level guidelines and the CR system for these issues, which had clearly been concerns almost since the very beginning, to be systematically addressed.Mustrum_Ridcully said:But a good rulebook can do a lot to help an inexperienced DM. Not neccessarily because the rules itself are great or self-explainatory, but because it warns him from the typical DM pitfalls and can give him pointers how to make DMing easier for him and better for his players...
I think it's based on this...takasi said:If someone could show me one specific rule that has been verified that increases DM fiat and makes the rules intentionally grey then this conversation would be far more interesting to me.
Not quite DM fiat, but not codified rules either.mearls said:The DM is NOT handwaving it. He's using the guidelines for DCs, defenses, modifiers, damage, and other factors by level that are in the DMG.
Hell, I've been a DM for 10 years, been playing for 15 and still make mistakes or bad rules calls once in a whileProtagonist said:Actually I don't think many ignorant DMs have ever been stopped by rules-lawyers. And again we are talking about problems pertaining to the personality of the players and/or DMs.
An inexperienced GM will make mistakes and no ruleset can fix this. Nor should it! But if he is not an idiot about his blunders and mistakes he will learn from them and it won't hurt the gaming experience of group much. And eventually he will become a good GM. If he is unwilling to adapt and learn he will ruin every game, but neither the ignorance nor the "learning from mistakes" is directly related to the amount of scaffolding a ruleset provides.