No, I meant discovering that the DM has house rules when they come into play. I've had it happen to me, and it blows. As for a DM telling players that he has house rules for certain things on his side of the screen; that's fine and totally within his rights. I Just don't see much of a reason for it.Dr_Rictus said:You're going to need to support your argument that telling players up front you've changed certain rules, which seems to be the widely-advocated approach, amounts to "rule changes that will seem sudden and arbitrary." Otherwise this is another straw man.
What the...? Prime Face? I don't speak French, buddy.Dr_Rictus said:You're also going to need to support your assertion that templates are better, across the board, as a way of injecting uncertainty into encounters, because you haven't made the prima facie case just by saying so. Please elaborate.
Unless you tell your players, in metagame conversation, after the fact that, "hey, that troll had a template on it, that's why it didn't work the way you thought it would," then I can't see that there's an appreciable difference between using templates and just arbitrarily changing the way some monsters work.The Grackle said:The way I look at it, a little meta-gaming is bound to happen, and is actually part of the fun for the players. They know which weapons, feats, and spells to pick out, even if their Characters should have no idea about such things. They fight monsters thinking in terms of rounds, hit points, and saves even though their characters couldn't possibly consider these. It's fine. The mechanical side is part of the fun, so I let them know what parts they're working with. The surprises come from elsewhere.
Make up stuff all you want, but there's a point where you're just screwing with players to irritate and disadvantage them, not trying to produce a more entertaining game.
From the Advancing Monsters section of the SRD:
ADDING SPECIAL ABILITIES
You can add any sort of spell-like, supernatural, or extraordinary ability to a creature. As with a class level, you should determine how much, or how little, this ability adds to the creature’s existing repertoire. A suite of abilities that work together should be treated as a single modifier for this purpose.

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