shilsen
Adventurer
ruleslawyer said:All of which doesn't mitigate my enthusiasm for rules, which is based largely on a single precept:
Rules are good because they enable meaningful choices.
That's my approach to it too, and I should have noted that I run quite rules-heavy games. The HTE just means that they're easier to run for me and allows me to more easily modify or even drop them as needed to make the game work for the group.
prosfilaes said:I think that's sort of a bad-fun type argument. A lot of people do take their games seriously, and a lot of people just don't like change. I don't find it strange at all that when you've got your character a cool defining ability that you may be a little unhappy about having it changed; that in fact you might rather create a new character rather than having what you thought cool about this character being taken away.
I get what you're saying and agree with what you said, but the bit you quoted from me was referring to a slightly different situation/context. I was referring to Mallus' comment about finding it strange that people can have house/ad-hoc rulings which can break a game, since obviously one can just change them later if one finds they don't work. That's where I said that in such situations I think it may be a case of taking the game too seriously, where a prior ruling is treated like legal precedent and must be adhered to.
To tie it back to your post, if this is a case where the change in a prior ruling means someone creates a new character, clearly the game is not being broken. And I think it could very easily be a HTE where a DM says to a player, "Listen. I know I thought ability X should work this way, but that's going to be a problem for the game, and this is why. So I'm going to rule that it works in this way from now on. Is that okay with you? If not, I'm happy to work with you to find some sort of intermediate form, let you change out the ability for another one, or even bring in a new PC if that'll make you happier."