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How strict are you with the rules when you DM?
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<blockquote data-quote="Dykstrav" data-source="post: 5136480" data-attributes="member: 40522"><p>I'm pretty strict about adhering to the rules most of the time (some 90%-95% or so). There are several reasons for this, although you should realize that your mileage may vary. My play style isn't the One True Way or the "best" for everyone or anything like that.</p><p></p><p>First of all, I want the players to get a sense of consistency from the setting. I'd rather require Athletics checks every single time they are required, rather than handwave the rules until it becomes important. For example, if I allow a character to leap ditches and atop tables at the tavern without a check, it might come across as forced or antagonistic to require an Athletics check for a character to leap across a 10-foot chasm during an encounter.</p><p></p><p>Second, I want to avoid any appearance of favoritism. This means applying the rules fairly and evenly.</p><p></p><p>Sure, sometimes players gripe that their fighter with a +13 Athletics should be able to climb a mine shaft or leap across narrow gaps with ease. In such cases, I point out that they are free to take 10.</p><p></p><p>Also, I feel that players don't necessarily deserve a break all of the time. If the dice are against them, that's one thing. But if they try something dumb, they fully deserve to reap the consequences of their actions. I don't want players to feel like they can spit in a King's face, reasoning that the DM would never pit them against an enemy they couldn't defeat or put them in a situation where their character could ever get into a bad situation. If you leap over a 300 foot waterfall, you're not guaranteed to survive just because your character is a player character.</p><p></p><p>Adventuring is a deadly business. I believe that applying the rules fairly, impartially, and in a manner consistent with your narrative and source material is the best way to reinforce the idea that adventurers are lucky and ratchet up the tension during encounters.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5136480, member: 40522"] I'm pretty strict about adhering to the rules most of the time (some 90%-95% or so). There are several reasons for this, although you should realize that your mileage may vary. My play style isn't the One True Way or the "best" for everyone or anything like that. First of all, I want the players to get a sense of consistency from the setting. I'd rather require Athletics checks every single time they are required, rather than handwave the rules until it becomes important. For example, if I allow a character to leap ditches and atop tables at the tavern without a check, it might come across as forced or antagonistic to require an Athletics check for a character to leap across a 10-foot chasm during an encounter. Second, I want to avoid any appearance of favoritism. This means applying the rules fairly and evenly. Sure, sometimes players gripe that their fighter with a +13 Athletics should be able to climb a mine shaft or leap across narrow gaps with ease. In such cases, I point out that they are free to take 10. Also, I feel that players don't necessarily deserve a break all of the time. If the dice are against them, that's one thing. But if they try something dumb, they fully deserve to reap the consequences of their actions. I don't want players to feel like they can spit in a King's face, reasoning that the DM would never pit them against an enemy they couldn't defeat or put them in a situation where their character could ever get into a bad situation. If you leap over a 300 foot waterfall, you're not guaranteed to survive just because your character is a player character. Adventuring is a deadly business. I believe that applying the rules fairly, impartially, and in a manner consistent with your narrative and source material is the best way to reinforce the idea that adventurers are lucky and ratchet up the tension during encounters. [/QUOTE]
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