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General Tabletop Discussion
*Pathfinder & Starfinder
I hope the three core rulebooks have a "DM's clause".
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<blockquote data-quote="pemerton" data-source="post: 3730585" data-attributes="member: 42582"><p>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).</p><p></p><p>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.</p><p></p><p>In terms of house-ruling, I think that co-operation and negotiation are preferable to GM fiat. If the game is not going to be 4E D&D but variant D&D, then why shouldn't everyone in the play group should have a say in deciding exactly what variant is to be played?</p></blockquote><p></p>
[QUOTE="pemerton, post: 3730585, member: 42582"] 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). 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. In terms of house-ruling, I think that co-operation and negotiation are preferable to GM fiat. If the game is not going to be 4E D&D but variant D&D, then why shouldn't everyone in the play group should have a say in deciding exactly what variant is to be played? [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
I hope the three core rulebooks have a "DM's clause".
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