Kahuna Burger said:
Just out of curiosity, do you also have your npc foes make genuine and realistic mistakes? Do they charge through an AoO zone when they could have gone around, or waste their entire action when slowed? If not, you are adverserial (and cheating), not hardball.
Excellent point. I've dealt with DMs who use all sorts of out-of-character information, or ignore the rules to support their "story", just to counteract PCs plans. Like the DM who, after a party member ended up with a ring of elemental resistance: fire, NEVER targeted a fire spell at said party member. I've never seen so many wizards with
Cone of Cold, and they only used the spell on THAT character. Or when my rogue's backstab got so high that suddenly the only creatures we came across were oozes, constructs, and undead.
I'm a little bit of both as a GM. I have a basic plot, and I guide the players along, but not to the point that they can't freely screw up my plans

. I'm not a rules lawyer, and if a PC gives me a valid logic for something, I'm inclined to let it go. Of course, I always remind them that what I allow for the PCs I also must then allow for the monsters and NPC's.
I try not to be too strict, because I just don't want to spend the session looking up obscure rules. The biggest problem is normally with spells/spell-like abilities, because I don't want to look up every damn spell somebody uses to see if they can. So if something doesn't sound right, I usually let it go unless it is really disruptive to the game, and I'll look it up later. If I discover the spell/ability could NOT have worked the way the player used it, they get a warning. If it happens again, they get stripped of the ability/spell.