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<blockquote data-quote="tetrasodium" data-source="post: 8787364" data-attributes="member: 93670"><p>Yea I do. Someone at wotc mentioned that the new dmg was going to have better guidance for new GMs & between things like the new barskin or the various newly codified actions there looks to be a shift towards furthering that with rules that serve the GM's needs in running the game</p><p></p><p>Wotc makes the game & its rules, it has nothing to do with willingness to "talk" with players... what are you talking about? Just like a casino it's absolutely <em>imperative</em> that they structure things in a way that doesn't give the gm/dealer an aura of improper behavior when simply attempting to full their role. The same would apply to the referees in any professional sport & the associated rule making body (fifa/nfl/ncaa/etc)</p><p></p><p>[spoiler="DMG4"]</p><p>A Dungeon Master gets to wear many hats. As the</p><p>architect of a campaign, the DM creates adventures</p><p>by placing monsters, traps, and treasures for the other</p><p>players' characters (the adventurers) to discover. As</p><p>a storyteller, the DM helps the other players visualize</p><p>what's happening around them, improvising when the</p><p>adventurers do something or go somewhere unexpected.</p><p>As an actor, the DM plays the roles of the monsters and</p><p>supporting characters, breathing life into them. <strong>And as a </strong></p><p><strong>referee, the DM interprets the rules and decides when to </strong></p><p><strong>abide by them and when to change them.</strong> [/spoiler]</p><p>[spoiler="DMG5"]</p><p>PART 3 : MASTER OF RULES</p><p><strong>DUNGEONS & DRAGONS isn't a head-to-head competition</strong></p><p><strong>but it needs someone who is <u><em>impartial</em></u> yet involved in the</strong></p><p><strong>game to guarantee that everyone at the table plays by the</strong></p><p><strong>rules. As the player who creates the game world and the </strong></p><p><strong>adventures that take place within it, <em><u>the DM is a natural </u></em></strong></p><p><strong><u><em>fit to take on the referee role</em></u>. </strong></p><p>As a referee, t<strong>he DM acts as a mediator between the </strong></p><p><strong>rules and the players. </strong>A player tells the DM what he or</p><p>she wants to do, and the DM determines whether it is</p><p>successful or not, in some cases asking the player to</p><p>make a die roll to determine success. For example, if a</p><p>player wants his or her character to take a swing at an</p><p>ore, you say, "Make an attack roll" while looking up the</p><p>ore's Armor Class.</p><p>The rules don't account for every possible situation</p><p>that might arise during a typical D&D session. For</p><p>example, a player might want his or her character to</p><p>hurl a brazier full of hot coals into a monster's face.</p><p>How you determine the outcome of this action is up to</p><p>you. You might tell the player to make a Strength check,</p><p>while mentally setting the Difficulty Class (DC) at 15.</p><p>If the Strength check is successful, you then determine</p><p>how a face full of hot coals affects the monster. You</p><p>might decide that it deals ld4 fire damage and imposes</p><p>disadvantage on the monster's attack rolls until the end</p><p>of its next turn. You roll the damage die (or let the player</p><p>do it), and the game continues.</p><p>Sometimes mediating the rules means setting limits.</p><p>If a player tells you, "I want to run up and attack the</p><p>ore," but the character doesn't have enough movement</p><p>to reach the ore, you say, "It's too far away to move up</p><p>and still attack. What would you like to do instead?"</p><p>The player takes the information and comes up with a</p><p>different plan.</p><p>[/spoiler]</p><p></p><p>When the GM/referee is expected to do a thing, the rules need to be structured & presented in a way that allows them to do so without appearing to be shedding neutrality & becoming adversarial. In the case of an alternate death save mechanic making use of exhaustion 1-10 the fact that a party of players can be expected to encounter the risk or results frequently when it gets used is an additional reason why it should be in the phb. <strong>Something would be very wrong in basic book layouts if the players need to consult the dmg every time they are weighing the odds & cost/benefit of being low on hp or every time they find themselves suddenly below zero.</strong></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8787364, member: 93670"] Yea I do. Someone at wotc mentioned that the new dmg was going to have better guidance for new GMs & between things like the new barskin or the various newly codified actions there looks to be a shift towards furthering that with rules that serve the GM's needs in running the game Wotc makes the game & its rules, it has nothing to do with willingness to "talk" with players... what are you talking about? Just like a casino it's absolutely [I]imperative[/I] that they structure things in a way that doesn't give the gm/dealer an aura of improper behavior when simply attempting to full their role. The same would apply to the referees in any professional sport & the associated rule making body (fifa/nfl/ncaa/etc) [spoiler="DMG4"] A Dungeon Master gets to wear many hats. As the architect of a campaign, the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. [B]And as a referee, the DM interprets the rules and decides when to abide by them and when to change them.[/B] [/spoiler] [spoiler="DMG5"] PART 3 : MASTER OF RULES [B]DUNGEONS & DRAGONS isn't a head-to-head competition but it needs someone who is [U][I]impartial[/I][/U] yet involved in the game to guarantee that everyone at the table plays by the rules. As the player who creates the game world and the adventures that take place within it, [I][U]the DM is a natural [/U][/I] [U][I]fit to take on the referee role[/I][/U]. [/B] As a referee, t[B]he DM acts as a mediator between the rules and the players. [/B]A player tells the DM what he or she wants to do, and the DM determines whether it is successful or not, in some cases asking the player to make a die roll to determine success. For example, if a player wants his or her character to take a swing at an ore, you say, "Make an attack roll" while looking up the ore's Armor Class. The rules don't account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. How you determine the outcome of this action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of hot coals affects the monster. You might decide that it deals ld4 fire damage and imposes disadvantage on the monster's attack rolls until the end of its next turn. You roll the damage die (or let the player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, "I want to run up and attack the ore," but the character doesn't have enough movement to reach the ore, you say, "It's too far away to move up and still attack. What would you like to do instead?" The player takes the information and comes up with a different plan. [/spoiler] When the GM/referee is expected to do a thing, the rules need to be structured & presented in a way that allows them to do so without appearing to be shedding neutrality & becoming adversarial. In the case of an alternate death save mechanic making use of exhaustion 1-10 the fact that a party of players can be expected to encounter the risk or results frequently when it gets used is an additional reason why it should be in the phb. [B]Something would be very wrong in basic book layouts if the players need to consult the dmg every time they are weighing the odds & cost/benefit of being low on hp or every time they find themselves suddenly below zero.[/B] [/QUOTE]
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