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General Tabletop Discussion
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DMs: what have you learned from PLAYING that has made you a better DM?
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<blockquote data-quote="aboyd" data-source="post: 4737144" data-attributes="member: 44797"><p>As a player, I <em>hate</em> DMs who think that their job is to "put a stop to players who are too good." I don't mean players who are munchkins or power-gamers. I mean, your character picks a feat chain that isn't seen often, and the DM kills it merely for being unusual and successful.</p><p></p><p>These are DMs who see your spiked-chain character with Improved Trip, and the DM thinks, "Fine, then every monster will be 4-legged or better, hyper-stable, and never trippable."</p><p></p><p>These are the DMs who hear that you plan to make a spiked moat around your camp, and decide that all random encounters will <a href="http://www.enworld.org/forum/d-d-3rd-edition-rules/246373-digging-hole.html#post4605186" target="_blank">leap into camp by swinging from tree-to-tree</a>.</p><p></p><p>These are the DMs who get surprised by your half-elf bard who has such a high score in diplomacy that he/she can turn hostile combatants neutral with a rushed diplomacy check, and so the DM refuses to play along. Yet spellcasters are still allowed to cast Charm spells.</p><p></p><p>If you spend a bunch of skill points or invest in feats, you deserve some benefit. These are the specialties of your character. Feats are incredibly rare (unless you're a Fighter), so having even <em>one</em> feat be undermined by a DM is a big waste, and big-time annoying.</p><p></p><p>I wouldn't ask for guarantees or 100% effectiveness. However, as a DM, if my player invests in something, I let that something do what it is supposed to do.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4737144, member: 44797"] As a player, I [i]hate[/i] DMs who think that their job is to "put a stop to players who are too good." I don't mean players who are munchkins or power-gamers. I mean, your character picks a feat chain that isn't seen often, and the DM kills it merely for being unusual and successful. These are DMs who see your spiked-chain character with Improved Trip, and the DM thinks, "Fine, then every monster will be 4-legged or better, hyper-stable, and never trippable." These are the DMs who hear that you plan to make a spiked moat around your camp, and decide that all random encounters will [url=http://www.enworld.org/forum/d-d-3rd-edition-rules/246373-digging-hole.html#post4605186]leap into camp by swinging from tree-to-tree[/url]. These are the DMs who get surprised by your half-elf bard who has such a high score in diplomacy that he/she can turn hostile combatants neutral with a rushed diplomacy check, and so the DM refuses to play along. Yet spellcasters are still allowed to cast Charm spells. If you spend a bunch of skill points or invest in feats, you deserve some benefit. These are the specialties of your character. Feats are incredibly rare (unless you're a Fighter), so having even [i]one[/i] feat be undermined by a DM is a big waste, and big-time annoying. I wouldn't ask for guarantees or 100% effectiveness. However, as a DM, if my player invests in something, I let that something do what it is supposed to do. [/QUOTE]
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