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Mundane damage VS Magic Weapons
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<blockquote data-quote="Spatzimaus" data-source="post: 885708" data-attributes="member: 3051"><p>Whoops, my bad. Don't know why I misread that. As has been clarified, it was a <em>+1 Flaming Burst greatsword</em> in a level 10 campaign, so the point still stands. Maybe a bit above the wealth curve, but not horrendous. Maybe I'm just prejudiced, since I consider the Bursts to be weak enchantments (the burst part, not the flaming part), but I'd be surprised if that weapon was breaking the module.</p><p></p><p>Anyway, Star, it's not just a question of the DM being new. Even the most experienced DMs will screw up the rules at some point. Heck, go read some of the good Story Hours (I recommend Piratecat and Sagiro to start with); these guys make rule mistakes periodically too, and they're like GODS to us mere mortals. </p><p>Minor mistakes are unimportant. If the DM doesn't let you Take 10 on a roll where you should have been able to, it's not the end of the character (usually). If the DM thinks you can Chain Spell an <em>Enervation</em>, no biggie. A lot of the best House Rules start from these sorts of mistakes.</p><p></p><p>But, in my experience, a good DM is one who accepts his limitations, and is willing to let a player point out the correct rule when he screws up on something big. If it's something REALLY big, he should be willing to either retroactively change it, or find some in-game <em>deus ex machina</em> to compensate ("Oh look, I just found a new +1 Icy Burst Greatsword to replace that flaming one that got melted!"); it may not be "realistic", but you play games to have FUN, not get hosed just because the DM got some rules really, really wrong.</p><p>The bad ones try to come up with ridiculous logic to explain away the bad decisions they made. When you mentioned the whole "force of the fireball simulating an enhancement bonus", that's the first thing that came to mind. These same sorts of DMs fudge die rolls to give the outcomes they wanted. ("You fall off the cliff you were walking next to." "No, I rolled a 20 on my Balance check." "Yeah, but the piece of rock you were standing on broke off, so your skill success meant you stayed on the falling rock; if you had failed, you would have fallen onto the more stable stuff." - this one actually happened to me.)</p><p></p><p>You are NOT automatically a "rules lawyer" for bringing the correct rules to his attention, but that's the excuse some bad DMs I've played with use. Some players are reluctant to even support your side since they assume Rule 0 ("The DM's decisions are final") translates to "the DM knows more than you do so he's always right, even when he's wrong"</p><p></p><p>Oh, and one other note: You could have argued, under his sort of logic, that since the +1 Flaming Burst greatsword was, you know, ON FIRE, and uses <em>Fireball</em> as its prerequisite spell, that it'd be immune to damage from a <em>Fireball</em>. Not sure he'd go for it, but you never know.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 885708, member: 3051"] Whoops, my bad. Don't know why I misread that. As has been clarified, it was a [i]+1 Flaming Burst greatsword[/i] in a level 10 campaign, so the point still stands. Maybe a bit above the wealth curve, but not horrendous. Maybe I'm just prejudiced, since I consider the Bursts to be weak enchantments (the burst part, not the flaming part), but I'd be surprised if that weapon was breaking the module. Anyway, Star, it's not just a question of the DM being new. Even the most experienced DMs will screw up the rules at some point. Heck, go read some of the good Story Hours (I recommend Piratecat and Sagiro to start with); these guys make rule mistakes periodically too, and they're like GODS to us mere mortals. Minor mistakes are unimportant. If the DM doesn't let you Take 10 on a roll where you should have been able to, it's not the end of the character (usually). If the DM thinks you can Chain Spell an [i]Enervation[/i], no biggie. A lot of the best House Rules start from these sorts of mistakes. But, in my experience, a good DM is one who accepts his limitations, and is willing to let a player point out the correct rule when he screws up on something big. If it's something REALLY big, he should be willing to either retroactively change it, or find some in-game [i]deus ex machina[/i] to compensate ("Oh look, I just found a new +1 Icy Burst Greatsword to replace that flaming one that got melted!"); it may not be "realistic", but you play games to have FUN, not get hosed just because the DM got some rules really, really wrong. The bad ones try to come up with ridiculous logic to explain away the bad decisions they made. When you mentioned the whole "force of the fireball simulating an enhancement bonus", that's the first thing that came to mind. These same sorts of DMs fudge die rolls to give the outcomes they wanted. ("You fall off the cliff you were walking next to." "No, I rolled a 20 on my Balance check." "Yeah, but the piece of rock you were standing on broke off, so your skill success meant you stayed on the falling rock; if you had failed, you would have fallen onto the more stable stuff." - this one actually happened to me.) You are NOT automatically a "rules lawyer" for bringing the correct rules to his attention, but that's the excuse some bad DMs I've played with use. Some players are reluctant to even support your side since they assume Rule 0 ("The DM's decisions are final") translates to "the DM knows more than you do so he's always right, even when he's wrong" Oh, and one other note: You could have argued, under his sort of logic, that since the +1 Flaming Burst greatsword was, you know, ON FIRE, and uses [i]Fireball[/i] as its prerequisite spell, that it'd be immune to damage from a [i]Fireball[/i]. Not sure he'd go for it, but you never know. [/QUOTE]
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Mundane damage VS Magic Weapons
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