Mike Eagling
Explorer
I would never change something in the middle, just to fit things into what I think is right. If Glitterdust is a problem, it gets resolved outside of game, after the problem is identified. That way, the players know that they can trust the mechanics, and consequently, trust me because they know that they will never have the rug pulled out from under them just because I don't think the rules are right.
I tend to agree with this. I've certainly encountered these situations but generally operate by allowing that instance to go ahead with the knowledge that it'll be house ruled in the future.
It's definitely a system issue as much as it is a table issue, in my opinion. And I'd prefer to avoid saying "that doesn't work" as GM all the time. As always, play what you like![]()
It's certainly possible to write a borked game system and for players (on both sides of the screen) to abuse a working system to the point where it doesn't work as intended.
I think one of the chief reasons for this in all versions of D&D has been the proliferation of classes. In 3.x onwards the proliferation of feats probably doesn't help either.
While I absolutely do think that it's the game designer's job to prevent serious mechanical issue from occurring. That's the whole point of playtesting and whatnot, isn't it? To make sure that one option isn't so superior to other options that it becomes the default.
I suspect it's the lack of sufficient play testing that causes such new classes and feats to be problematic.