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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Hussar" data-source="post: 6196783" data-attributes="member: 22779"><p>But, that's shifting the goalposts here. The presumption has been that the player has proactively tried to see the king, and the DM is blocking it by manipulating the rules.</p><p></p><p></p><p></p><p>Kinda, sorta. The rules do explicitly state that the DM has the authority to change the rules. But, what is left out of that statement is the concept of "when appropriate". Which will vary from table to table. Like the sig says, the DM's authority is not vested in him by the rules, but by the players at the table.</p><p></p><p></p><p></p><p>Why? Why should I take any bad? If it's bad, why is the DM doing it? And, to be honest, I don't want the DM manipulating the game in play that way either. If I didn't earn the success through my own efforts, I certainly don't want the DM handing it to me.</p><p></p><p></p><p></p><p>Umm, this has nothing to do with Rules As Physics. Absolutely nothing. I have no interest in games with world simulator rules, that's why I don't play GURPS. And largely why I dropped 3e as well. A rule for everything is not my idea of an ideal game.</p><p></p><p>However, I do take a very hard line that the rules of the game be adhered to during play. I loathe Mother May I gaming and refuse to play it anymore. If the rules say I fail, then I fail. If I succeed, then I succeed. We agreed to play this game before play started and that's the game I want to play. </p><p></p><p>Generally, that's why I prefer rules lighter games to rules heavy. Rules lighter games have fewer rules that cover more situations, making this sort of issue go away. Note, rules light does not mean rules absent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 6196783, member: 22779"] But, that's shifting the goalposts here. The presumption has been that the player has proactively tried to see the king, and the DM is blocking it by manipulating the rules. Kinda, sorta. The rules do explicitly state that the DM has the authority to change the rules. But, what is left out of that statement is the concept of "when appropriate". Which will vary from table to table. Like the sig says, the DM's authority is not vested in him by the rules, but by the players at the table. Why? Why should I take any bad? If it's bad, why is the DM doing it? And, to be honest, I don't want the DM manipulating the game in play that way either. If I didn't earn the success through my own efforts, I certainly don't want the DM handing it to me. Umm, this has nothing to do with Rules As Physics. Absolutely nothing. I have no interest in games with world simulator rules, that's why I don't play GURPS. And largely why I dropped 3e as well. A rule for everything is not my idea of an ideal game. However, I do take a very hard line that the rules of the game be adhered to during play. I loathe Mother May I gaming and refuse to play it anymore. If the rules say I fail, then I fail. If I succeed, then I succeed. We agreed to play this game before play started and that's the game I want to play. Generally, that's why I prefer rules lighter games to rules heavy. Rules lighter games have fewer rules that cover more situations, making this sort of issue go away. Note, rules light does not mean rules absent. :D [/QUOTE]
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