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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Kobold Boots" data-source="post: 7760457" data-attributes="member: 92239"><p>Standard rule at my table is: </p><p></p><p>The DM needs to be able to make decisions on the fly to keep the game moving. If a player wishes to contest a ruling such that it is done correctly in the future they can, (kind of like throwing an NFL challenge flag) and the DM will look up the rule in question and advise everyone how the situation will be judged in the future such that everyone can know how the game works at the table going forward. This is done after the game and distributed to everyone via email, added to the house rules.</p><p></p><p>If the ruling significantly affected the outcome of a combat or event then the DM reserves the right to compensate the player's character in some reasonable way, but the outcome of the combat or event will not be retconned unless all at the table agree and changing the event does not invalidate events happening after the situation occurred.</p><p></p><p>(e.g. If a player broke a sword as a result of a bad ruling or lost some equipment - then the matter can be hand waved or equipment can be given to compensate.. If the broken equipment was a rope and half the players fell to their deaths - such that five hours of gameplay thereafter was invalidated by the hand wave - no dice.)</p><p></p><p>Of course, in a situation like the last one, we might spend a bit more time looking over the rules regarding rope breaking before ruling.. but I've also been in situations where rulings needed to be handled inside the duration of a 3m egg timer because folks wanted a faster play.</p><p></p><p>2c</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7760457, member: 92239"] Standard rule at my table is: The DM needs to be able to make decisions on the fly to keep the game moving. If a player wishes to contest a ruling such that it is done correctly in the future they can, (kind of like throwing an NFL challenge flag) and the DM will look up the rule in question and advise everyone how the situation will be judged in the future such that everyone can know how the game works at the table going forward. This is done after the game and distributed to everyone via email, added to the house rules. If the ruling significantly affected the outcome of a combat or event then the DM reserves the right to compensate the player's character in some reasonable way, but the outcome of the combat or event will not be retconned unless all at the table agree and changing the event does not invalidate events happening after the situation occurred. (e.g. If a player broke a sword as a result of a bad ruling or lost some equipment - then the matter can be hand waved or equipment can be given to compensate.. If the broken equipment was a rope and half the players fell to their deaths - such that five hours of gameplay thereafter was invalidated by the hand wave - no dice.) Of course, in a situation like the last one, we might spend a bit more time looking over the rules regarding rope breaking before ruling.. but I've also been in situations where rulings needed to be handled inside the duration of a 3m egg timer because folks wanted a faster play. 2c KB [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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