Professor Phobos said:
And if I can't get the ability I want from those rules? What then?
You find existing rules that model something similar to the effect you're looking for. More importantly, you should note when you try to do something the game system is not designed to do.
You want a character to die from falling off a horse? He's not high-level. You want a character to Call a high-HD outsider? He is high level. You want a character that takes feats that require you to be high level to take? He's high level.
Professor Phobos said:
The high-level knight is only a high-level knight when there's high-level knighting to do. Otherwise, off-screen he's just some dude on a horse. Likewise, if a player retires his PC and later says that he's killed in a pointless bar fight, despite actually being capable of single-handedly wiping out whole kingdoms, that's fine too.
Strangely enough, both not falling from a horse without some bastard Disintegrating it out from under you and surviving when someone does so and you happen to be rounding the corner over a 200-foot drop are both tasks requiring high-level knighting. If this character can survive the 200-foot drop a million times (assuming he's healed each time), why should we assume that he might break his neck on the millionth-and-first, from 10 feet?
Oooh, ooh, what about when the rules cover a situation, but we don't want to apply them because it would be extremely tedious?
Take the following. Team Good (the PCs) and Team Evil (the enemy) are both going up a mountain to find the Temple of the Plot Device. It's a tall mountain. According to the Climb skill rules, they're only for an individual wall, or section of mountain, or cliffside. But instead of making six hundred and forty one climb checks for each side...
DM (me): "You all have Climb?"
PCs: "Yeah. Except for Dave."
DM (me): "Whoever's got it highest roll it, with the others Aiding him, and Dave giving a penatly of, oh, say -3, 'cause you got to help him climb. If you beat Team Evil, you get there first. If you don't, you get their after they do."
No falling off the mountain, because we don't care. No tedious mountain climbing, because all anyone wants to do is go fight team evil. All that matters is whether they get there first, and so can set up an ambush, or get there second, and walk into an ambush. But this breaks the rules for the Climb skill, doesn't it?
And yes, before you start yammering about how the players have no input here, if they had some other idea, I'd certainly listen and probably say yes. (Like, "Can we try to intercept Team Evil before the Temple? or, "Can we trigger an avalanche..." or "Can we bribe this nearby dragon to just fly us up..." and so on.)
There is a difference between supplementing the rules, and ignoring them. There are not explicit rules for long-distance climbing; inferring some from the way short-distance climbing works is a good idea. This is the kind of thing that DM's should do. Hurrah.
This is completely different than inferring something contradicted by the rules in other cases. There exist rules for falling from horses, or calling up powerful outsiders and losing control of them; the events proposed do not refine the existing rules, but ignore them, in both spirit and letter.
(emphasis mine) And if I want to handle it some other way? Besides, you already established that changing the price of a magic item is a heavy-handed rules change that implies an abusive GM castrating his players, so clearly your threshold for "circumstances not in the rules" is pretty low.
Well, yes. You've been pretty free with terms of art in the D&D rule-set. Note that an item's price, in D&D, is an absolute and inherent property of the item, totally independent of what any individual might be willing to pay for it. This property affects how much XP you must spend to make an item, how much you get back when an artificer claims the item's essence, and so forth. Changing these around is a big deal, because price in D&D works differently than in reality.
The rules are one way you have an affect on the game world, but not the only way. But keep in mind, just as I expedite a particular narrative effect, so can the players.
And, again, the goal is an emergent narrative- you don't have the story prepared ahead of times, it grows from play in a mutual, cooperative fashion between DM and players.
Ever tried to run a narrative in which one player assumed entirely different genre conventions than everyone else, and due to no actual standards in reality, no one could prove their point? (Hint: look at any alignment thread, ever.)
The rules exist to provide a common framework between all present, so that it's understood that the world works a certain way, and that when the world does not work this way, it's a big deal and meaningful of something.
Professor Phobos said:
This doesn't make the player impotent. Roleplaying games are not zero sum, they are collaborative. It makes the players more potent, because they're range of power over the setting is not found just in the rules, but with some discussion with the GM, can extend to the game world itself.
OK. Assume that you have an enraged midget (or myself) in your games. We have discussed with you your changes to the rules, found them to be ass, and have decided to ignore them and assume that the high-level fighter was actually a low-level wizard's apprentice and that the wizard's apprentice was actually a high-level caster in disguise. We reject, in and out of game, your assertion that ignoring the rules in this case makes the game better. What now?
Professor Phobos said:
That's ridiculous. There is a huge in-between area. There is no reason to think your character cannot affect the world if NPC knights can break their necks.
*shrugs* That depends. Can our characters kill the blackguard on his nightmare mount by causing him to fall similarly? If random chance can position the high-level knight to die in a means that bypasses his hit points, can our wizard do the same with a telekinesis spell?
If the answer is "Yes, you can; here are a detailed suite of rules for what conditions naturally produce risk of catastrophic falls, and here is the absolute upper limit on the damage from said falls.", then bliss and hurrah; you have extrapolated the existing rules to a new and interesting place, and there will be candy and flowers for all. If not, however, and the reason the NPC happened to fall and break his neck was that you as DM wanted it to happen and didn't care enough to make it happen in a manner consistent with the game world as written, then yes, I'd get the distinct impression that when reality contradicted the DM's plan for events, reality would lose, and I would have no reason to assume that this applied to me any more than it would any NPC, when it came to crunch time.
The rules don't apply. He's off-screen. He's an NPC. He's not facing down the dragon, he's just some dude on a horse. The rules are a provisionally applied abstraction, designed for certain circumstances. NPCs don't follow the rules when the PCs aren't around- the whole world operates exactly how the DM imagines it does...until the PCs change things. The rules are there for the players, not the DM.
So now we have Heisen-NPCs, who have a chance of their wave-form collapsing into an alternate reality state when not observed by a PC?
Well...OK, we can run with this. I suppose that as a character in such a universe, I'd get a 24-7 form of remote viewing on anyone I cared about, to prevent them from accidentally tripping and dying.
In the game world, it can be experimentally confirmed that certain forms of injury are not life-threatening to some people, because those people are just that badass. If you do not want this to be the case, gut the HP system and make new rules more in line with what you want. (The damage save from M&Mm or True20 is one such excellent alternative.) But don't try to claim that something is realistic when every other facet of the game world being simulated says it isn't.
What are you even talking about with this "game over" business?
Take another example. The PCs at some point in the past fought alongside Archbishop Preacher McGodly, the 15th level Fist of the Sun God or somesuch. He's the high priest of a city the PCs have left. Later, they learn via messanger that the archbishop has died under scandalous circumstances- a prostitute stabbed him whilst he secretly visited a brothel!
But wait! He's 15th level, isn't he? He can't die from a stab wound! Yes, yes he can. He can die from the flu. He can get run over by a cart crossing the street. He's only a 15th level Cleric when there is 15th level Clericing to do.
They return to the city. The players might expect it to have been dopplegangers or some 15th level threat- but no, it is all mundane. Just an old man indulging his vice and paying the consequences. Maybe I'm setting up a fall from grace themed story, or I expect the PCs to take over the church in the wake of the scandal, or are granted in the Archbishop's will some terrible knowledge of a dire threat that he wanted them to face if he were unable. Whatever.
...
Yeah, I'm going to go with the cogent and consise reply from up-thread: nuh-uh. If he's a 15th level cleric, he's a 15th level cleric all the time. That's not to say he can't die from a stab wound; if he is helpless and the prostitute performs a CdG, and he fails a Fort save that ranges from DC 12 to DC 20 or so (call her a full-bodied prostitute), then he can die. But if he is not either forcibly restrained or otherwise totally incapable of responding, then if he's a 15th-level cleric, than he can't die from a single stab wound.
See, that's the most annoying thing about your assertions. It is possible, within the constraint of the rules, to produce the situations you want. However, rather than accept the necessary subtleties to make your scenarios work (such as the cleric was asleep when he was knifed), you just assert stuff. And asserting something contrary to expected knowledge of the universe without case is just plain bad storytelling, be it in a game or in a narrative.
Unless, of course, you go find that same master and get the same training...Or maybe the master is long dead. Too bad! The world might be full of those little exceptions. Some might be available to the PCs, some not.
"He's dead? Oh, well. Let's just rip the knowledge out of the living brain of the apprentice, then. Free fighter feats for all!"
Yeah. Wrap rules around it and see what happens.
Look, you can honestly decide that "Hey, the fighter feat tree is neat, but kind of restrictive. I think I'll include a way to increase your effective fighter level, and a method to grant other characters a boost to effective fighter level, then watch as my players discover this, learn it, and the monk founds the Glorious Hero Fighting School, that blends the best of the monk and fighter talent trees.
That would be good DMing. It's not the breaking the rules that's a problem; it's the ignoring what the rules mean. Rules mean that things happening in contravention to them require explanation.