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How tough should a DM be?

I like to have the dice on the table, both as a player and a DM. as a DM it lets me not have to hide behind a DM screen, I feel a stronger attachment to the players.

I also like it so the PC knows exactly how they died and why, without having to say a word. "Wow, so you're rolling 10d10 for that fireball, maybe we shouldn't have come into this lair after all". I generally start things off with a non-lethal spell that can show off how powerful the villain really is. So the PC's will have a chance to turn an flee.

As a player I like open die rolls so that I know when the DM isnt cheating against me. On more than one occasion I have had a DM cheat on check result because he didn't like what I was doing. I really hate that.

When it comes to lethality I look at it like this:

If the PC is being an idiot, I let him/her die. If the PC was being very smart, role playing well, and/or trying to save another PC's life, I fudge things so that the PC lives.
 

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Be as tough or as not tough as you wish... but be consistent.

My campaign's rather young, but from the get-go I've made it clear that my world will act as realistically as I can. I've had guards arresting serfs who were trying to steal into cities, I've had mean and kind nobles, I've tried for consistency in the world and in combat. All mindless skeletons go for the closest living beings or randomly amongst all within attack range- and this includes dropped bleeding PCs. One of my villains has outright slain a PC for mouthing off after she said "If you speak one more word to me, I shall kill you." despite me really not wanting to do that.

As long as your players are not guessing if you'll be lenient or not in your open display of how things work, they will be better armed for handling things. If you fudge and don't want to seem a fudger, don't proclaim your doing it. If your villains usually are really forgiving, that one time they aren't will be very devastating for your player characters. It's better, to me, to have the one time they are very forgiving to be a true HUZZAH! moment for the party.
 
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I guess it depends on why you are playing D&D in the first place. Are you telling an interactive story or are you just playing a power tripping god?

Personally, I play D&D because it gives my imagination an outlet similar to acting without me having to actually be an actor. I grew up around the theatre and I saw plays go from auditions to performances over and over. It was major influence on my gaming style and my life as a whole.

I like D&D to be a story where the PCs are the main characters and they have the means to direct the story as they like. They influence NPCs, make enemies and solve and create problems. Do they need to be all powerful to do these things? No, they don't. Can their actions have dire consequences? Of course.

I've killed more than one PC in my on going game. Because it is a "fantasy" game though, the PCs can be brought back. Death isn't a regular occurrence so the concept of resurrection is still a major issue when it does occur.

Roleplaying games shouldn't be about the GM versus the PCs. It should be about telling a story of characters with feelings, agendas, personalities and how they deal with adversity. That's why I play.

~Derek
 

arcady said:
How tough should a DM be?

I think a Dm should have Epic levels, with an AC Defelction bonus of at least 50 and have no less than 800 hit points.


OH that wasn't what you were looking for was it?

Well I think a Dm should always try to play the part of referee,

If you have established ahead of time that they will need extra/backup characters then there is no need to "pull your punches" or fudge dice rolls.
I think it would be ok to have the occasional crature or npc go "gunning" for a particualr character but really make sure to have a real reason for it.
Certan creatures hate dwarves or elves over all others.
A particularly intelligent enemy would be able to figure out who the real threat is and try to netrulize them.

But this can get old if it is done All the time.
 

I know as a player I like a tough (but fair-ish) game, and get frustrated if I think the DM is pulling their punches. As a DM I like there to be a real element of danger, but if several players were losing PCs every session I'd be worried.
 

I'm more or less a pushover in combat- as my creations usually die pretty easy, and I feel bad taking out PCs. However, when PCs do something that has the potential to be fatally stupid, I'll usually warp the game world so that there's some nasty side effects to whatever. Granted, this isn't the best way to go about it, but when you've seen a character have his body and mind devoured by a wall, you go home happy.
 

Eldragon said:

I generally start things off with a non-lethal spell that can show off how powerful the villain really is. So the PC's will have a chance to turn an flee.

I usually start off with the villains most powerful spells so that the villain will know how powerful the PCs are. So the villain will have a chance to turn and flee if those spells don't work. :D
 

I wouldn't personally like if my DM pulled punches. Currently my character is the only one who hasn't died in our group, and that makes me pretty proud, since some players have lost a few. I have rosen to be the leader in our group and a well-known public hero in our city because of that.

It would be pretty dull if the DM kept everyone alive and there wasn't any RP or mechanical advantages for playing intelligently. I just feel that staying alive should be rewarded, and that isn't possible if anyone doesn't die.
 

Moe Ronalds said:
I'm more or less a pushover in combat- as my creations usually die pretty easy, and I feel bad taking out PCs. However, when PCs do something that has the potential to be fatally stupid, I'll usually warp the game world so that there's some nasty side effects to whatever. Granted, this isn't the best way to go about it, but when you've seen a character have his body and mind devoured by a wall, you go home happy.

Dear Moe Ronalds,

You are twisted. I like your style.
 
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