S
shurai
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pemerton said:A lot of systems do not put absolute authority in the hands of the GM. For example, in The Dying Earth the player gets to decide how many re-rolls to pay for. In RQ the player gets to roll her PC's background. In D&D the player gets to decide how much BAB to put into Power Attack. In TRoS the player gets to choose the PCs Spiritual Attributes. In OGL Conan the player gets to decide the consequences of spending a Fate Point to vary the situation in her favour (although the GM also has the power to set parameters for the extent of variation).
I think we may be disagreeing about what we are disagreeing about. : ] I think these are all examples of player-character choices, which are, yes, in the hands of players and not the GM in most systems. But notice that your particular example of Power Attack can actually show how the GM has the final power in terms of the effects of character choices. The DM can easily just mark off the bad guy's hit points as if Power Attack hadn't been used, and say nothing.
Ask yourself, if the DM did cheat this way, how would you know? Is it possible a DM has done this to you already without your knowledge? In a way, the DM's ability to conceal this sort of thing is proof that the DM holds that power legitimately -- it's built in to the game and, I believe, even recommended by the DMG.
Right now some of you are thinking this is shenanigans, but it's a question of play style. Some people hate to fudge die rolls and such because they want to let the story develop without "intervention." I'm from the other camp: If the adventure is more fun with the DM cheating a bit, I'm okay with that. It's not like I know anyway, and I can just as easily squint a little bit and not see the DM doing it.
A GM who arbitrarily changes the rules or the game-mechanical consequences of a player's choices is significantly deprotagonising that player. Most of the time this isn't fun, unless the player's goal is simply to have the GM lead her through a story that the GM has already decided in advance.
Arbitrarily, yes, but conscientiously, that's another matter. : ] The GM can intervene only when its really necessary, which isn't often, and can do so in a way that isn't obtrusive and actually adds to the game.