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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Cadence" data-source="post: 6227064" data-attributes="member: 6701124"><p>What is the understanding between the players and DM about how the game is supposed to run? It seems to me that there is a big difference between a DM who has given every impression that everything goes by RAW and how the die falls and then pulls this, versus one who let the players know he will alter things on the fly when he thinks it will work better. </p><p></p><p>In the case of the elf finding secret doors, if the hypothetical DM (whether a RAWer or a fudger) found it annoying/hard to keep track of then he should have mentioned that to the hypothetical player when it first came up. If it was at character creation, then that seem like a standard part of the DM setting what rule set he'd like to run. If the players hate part of the proposed set-up then they can bring it up . If the DM doesn't want to change it they can either not play elves (in this case) or someone else can volunteer to DM. I'm not sure why the hypothetical DM has such trouble keeping track of it (a pre-rolled list of numbers he can look at whenever the elf walks by the secret door), but if it throws him off his game it doesn't seem like such a big thing for the player to give up. If it only came up after play began, the DM could just have explained to the character that he was having a hard time keeping track (for whatever reason) , say it would be nice for the elf player to bring it up once in a while when he thought it was important, and apologize in advance for not rewriting history to fix it if he missed one.</p><p></p><p>If the player reacts by saying sure, I'll point out when I'm searching and then has the elf become a wall-hugging constant-checking jerk the entire rest of the adventure, then hasn't the player become the problem at that point?</p><p></p><p></p><p>And I can't XP it, but I like what [MENTION=17106]Ahnehnois[/MENTION] says in the second part of 1902 (assuming the DM lets the players know the general set of rules and amount of on-the-fly alteration he generally engages in before things start).</p></blockquote><p></p>
[QUOTE="Cadence, post: 6227064, member: 6701124"] What is the understanding between the players and DM about how the game is supposed to run? It seems to me that there is a big difference between a DM who has given every impression that everything goes by RAW and how the die falls and then pulls this, versus one who let the players know he will alter things on the fly when he thinks it will work better. In the case of the elf finding secret doors, if the hypothetical DM (whether a RAWer or a fudger) found it annoying/hard to keep track of then he should have mentioned that to the hypothetical player when it first came up. If it was at character creation, then that seem like a standard part of the DM setting what rule set he'd like to run. If the players hate part of the proposed set-up then they can bring it up . If the DM doesn't want to change it they can either not play elves (in this case) or someone else can volunteer to DM. I'm not sure why the hypothetical DM has such trouble keeping track of it (a pre-rolled list of numbers he can look at whenever the elf walks by the secret door), but if it throws him off his game it doesn't seem like such a big thing for the player to give up. If it only came up after play began, the DM could just have explained to the character that he was having a hard time keeping track (for whatever reason) , say it would be nice for the elf player to bring it up once in a while when he thought it was important, and apologize in advance for not rewriting history to fix it if he missed one. If the player reacts by saying sure, I'll point out when I'm searching and then has the elf become a wall-hugging constant-checking jerk the entire rest of the adventure, then hasn't the player become the problem at that point? And I can't XP it, but I like what [MENTION=17106]Ahnehnois[/MENTION] says in the second part of 1902 (assuming the DM lets the players know the general set of rules and amount of on-the-fly alteration he generally engages in before things start). [/QUOTE]
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