Tsyr said:
Missing the point.
My view is that, yes, DM has ultimate say on a situation. That does *NOT*, however, mean he cannot be *WRONG*. A DM can make bad choices as easily as anyone else. Unfortunatly, the attitude of too many people here is, "It doesn't matter how bad a call it is, the DM made it, so it's the right call."
I'm a DM, mind you. But I'll freely admit I can screw up. Being a DM hasn't changed that in the slightest.
No one has said the DM cannot screw up. What most people do not enjoy is a rules lawyering player who continues to argue a rule this way or that in the middle of a game.
I have been wrong before, rules are forgotten or misconstrued. I have also been right while the player is wrong. A player should not though argue them at the time. Rules problems should be brought up after the session.
Here is an example why.
My party was in a large battle against a small war party of drow and their human rogue/assasin ally.
The human ally gets into a melee battle with the twin sword ranger tank of the party. In the opening round that they face off the rogue foe misses the tank badly. The following round though he hits with two devestating attacks that include full sneak attack damage.
Now at this point the party tank's player starts bitching about how BS this is and arguing.
I tried to be polite and tell him we can talk about it later and that I knew what I was doing. The player continued to complain and grumble. Finally after several minutes that had completely disrupt the rather climactic battle I had to tell the player to shut up.
What was going on?
Simple. The rogue in question had used a misc standard action in his first round to bluff the tank. The following round per the bluff rules the rogue was able to attack the tank flat footed and thus get sneak attack damage.
Now the tank had failed his sense motive roll horribly when I had casually asked him to make one the first round. So he had no idea what was going on.
Did I do anything wrong? No not at all. But if I had explained everything rules wise to the player it would have made it impossible to continue the battle the way I had intended it. Since the player could have used meta knowledge and run like crazy every round his tank had failed his sense motive roll even though the character himself wouldnt have realized it.
(Now just to explain a bit further I wasnt going to roll the tank through the whole battle. While the opposed bluff roll vs sense motive roll would have stayed the same I was going to give the tank a free intelligence check every round with a progressively easier DC till he figured out the rogues particular fighting technique, assuming of course the player didnt finally figure it out on his own.)