Dandu
First Post
Agreed.You describe certain posters differently that I would, the majority of the time I see them post.
Agreed.You describe certain posters differently that I would, the majority of the time I see them post.
But, it's not "every time"! It's arbitrary! It's the DM telling a story.
It's akin to the DM saying, "You notice a strange design on the goblin's shield. You saw it before on the mage's robe." That's the DM arbitrarily deciding that the character noticed and recognized the design, and put two-and-two together rather than making the character roll some sort of INT/WIS/Perception check to see if he noticed the design.
It's very close to the same thing, except we're talking about combat rather than exploration.
This makes combat exciting because of the arbitrariness. In a regular game, without this aspect I'm speaking of, the character doesn't care as much that his toon was reduced to 2 HP. My arbitrary call makes the combat so much more memorable. "Hey, remember when Thrallan blocked a guy and got his fingers crushed, then swung his leg out and kicked the guy in the balls! Man, what an encounter!"
Regular RAW dicing back and forth does not allow this element of the unexpected--the mystery--the risk of combat.
If a player can embrace this type of thing, he just might find the game so much more fun.
Embracing and trusting the DM is the hard part for many players, I think.
It does have to do with trust. I once ran a game where the players wrote down their stats, class, level, and equipment. The bard asked what he should write for abilities, and I told him not to write anything down. When asked what he could do, I told him "bard-like stuff." We played the entire game with only a pool of d6s. Players would say "I want to swing at the undead wyvern's throat." I'd say "roll 1d6" or "roll 3d6" or whatever felt right. They'd roll, I'd call the events. The players felt extremely immersed in the game. They didn't even know the rules. It was all arbitration, and I made all the "mechanical" decisions. If I felt something was within their power, I let them have it. If it wasn't, then I didn't.
As far as a shared storytelling experience... well, I'm very against the narrative style of play. That's not to say I'm against plot or setting or political intricacies or anything else. I'm very into a story being discovered by player and GM alike. However, the GM, in my opinion, deserves much more control over the story than the players. If nothing else, a huge perk of being the GM is letting your creative juices fly, and that includes weaving an interesting and enjoyable setting for the character.
Nope, I wouldn't allow my players to name their bonus. But again, I'm pretty against a narrative style of play. However, your "if you let players decide, you may as well not have rules!" is an extremely weak argument. Do you think rules should matter? Then you better not houserule anything ever, and you better not ever let someone do something not described in a book, or you may as well get rid of all the rules!
However, as I do consider myself in charge of the game (it's up to me to keep the pacing reasonable, the story and plot and setting interesting, and it's up to me to tell the players how they fair when they try to kick some butt), it's really up to me how something happens. I try very hard not to make arbitrary decisions, but it's still me making the decision, not the players. If I decide that attacking from a 1.5-ft. high platform doesn't count as high ground, then it's my call. If I said it did, it'd be my call. The difference between a circumstance bonus for high ground or for parrying is conceptually nil.
I try to follow the RAW as closely as I can, but I definitely break them to follow the RAII (rules as I intended... you see, I wrote the book we play from). To that end, if I say there's a certain circumstance bonus or penalty in play, it's not a "right" or "wrong" call objectively. Subjectively, it definitely is. Don't play it if you don't like it, for sure. I totally agree that it sucks if you play with it, if you dislike it. And again, it's amazing we can have totally different play styles, and each get our way. The hobby truly is amazing in that regard![]()
If you don't mind me asking...if you're going to make things up as you go along, why play a rules-heavy system like D&D in the first place? And if you weren't attempting to simulate D&D with that game, why do you think the same system would work for rules-heavy D&D as did for a rules-light freeform game? Again, the D&D rules are fairly comprehensive (some would say too comprehensive) and consistent; people generally play rules-heavy games because of this fact. Were I to run a lighter system like FATE or Fudge, or one of the many quicker and more abstract indie games, or something freeform like Amber Diceless, you can bet I'd have all sorts of on-the-fly rulings based on player descriptions, and the game would be better for it. That sort of play works for those sorts of games, and in fact is practically the whole point. However, in those games the DM is given many more blank spots in the rules he's expected to fill in himself, and the combat systems are basic enough that such ad-hoc rulings are easy and beneficial.
As I mentioned above, as a DM I see my job as world-builder, not storyteller. The DM has created an entire world, has countless NPCs at his metaphorical fingertips, and has the control of the general plot. The DM's job stops there. the PCs are the only characters the players control; they should have as few narrative constraints as possible. The exact events of the plot are the only impact the players can have on the world; the DM should interfere with the nitty-gritty details as little as possible. So while I completely agree that a DM should be able to create an engaging setting, memorable NPCs, and a compelling plot, when combat or a social encounter or a bit of exploration comes up he should sit back and let the PCs direct the course of the encounter without trying to tweak things to make things turn out how he thinks they "should."
There is a middle ground between pure RAW and arbitrary rulings. That middle ground is the DM and players working together. When you make houserules, lay them out upfront, before the game begins, and make sure the players agree with them or tweak them if they don't. When you make rulings during play, make sure it seems fair to the players. D&D isn't exactly a democracy, since the DM's word goes, so when exercising that power a DM should make sure it results in fun for everyone involved. Sometimes you have to make a call the players disagree with because of hidden factors or other considerations (e.g. the "No, that doesn't count as high ground" ruling above) but your rulings should be consistent and fair so that it's easier to trust you when you do that. And that's perfectly okay, the DM has veto and ruling powers for a reason, but making a habit of arbitrary rulings is, I think, a mistake.
And, for the record, I agree completely with your philosophy that the rules take a backseat to fun; I simply believe different levels of DM intervention in the rules lead to that increased fun than you do.
Wow, that was an "interesting" way to open a discussion. Flat-out insults and dissing of usually extremely helpful, longtime patrons Dandu and Patryn.
On to this thread's issue: this has nothing to do with trust, and everything to do with plot control.
In the best games, players and DM are eye-to-eye, collaborating to bring the story into being.
Would you allow your players to come up with crazy modifiers or extra rolls, just based on their imagination of a scene?
It does have to do with trust.
However, as I do consider myself in charge of the game...
I try to follow the RAW as closely as I can...
This, I think, is where you and I differ. When I DM, I'm not "telling a story," which implies I have more of a right to dictate the narrative than the players do.
If you don't mind me asking...if you're going to make things up as you go along, why play a rules-heavy system like D&D in the first place?
I thought he was quite nice to the two of them being quite rude. I mean, I open a thread for discussion, and instead of having a thoughtful difference of opinion, they decided to be jerks. At least, that's the way I read them--then promptly ignored them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.