Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
New Legends and Lore: The Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Skyscraper" data-source="post: 5628876" data-attributes="member: 48518"><p>My perspective on the question of DM power vs. rule structure comes down to one word: balance.</p><p></p><p>It's clear that DMs choose a lot of things to base the story on, from the environment to the encounter design. Once the challenge is set, it's not a far stretch to allow for some on-the-scene DM fiat also. However, if the DM pulls this off too often for the taste of his players, they won't like it. So really it's a question of balance, where player and DM intuition and mutual understanding is key.</p><p></p><p>As an example, as DM in 4E, I had a juggernaut (construct) charge a PC and end its move next to a fire-trapped wall behind that PC. I decided that the charge actually included the juggenaut running into the wall and triggering the fire trap. The trap attacked both the juggernaut and a couple of adjacent PCs (and left a fire zone for the encounter for the players and monsters to use with forced movements). Another example: in another battle, a wizard PC casts a Scroching Burst against an enemy archer standing on crates filled with oil flasks. Result: the crates exploded, sending bodies flying.</p><p></p><p>This was DM fiat. This is not something I'd do all the time, because players would get bored and just wonder when the next Jack-out-of-the-box would spring on them. But I feel that sprinkling a bit of this kind of stuff around makes for interesting outcomes. The players tell me they like it, so our group is defininely on par on that topic which is of course very important. In fact, my players sometimes aim to have stuff like the above happen. For example, the same wizard recently put a rooftop on fire with his Scorching Burst, where archers were firing from.</p><p></p><p>The option of strictly refusing to deviate from RAW (no on-the-scene decisions like described above, consequently) IMO takes away some potentially very fun elements both during battles but also outside of battle.</p><p></p><p>So it's a question of balance. Too much DM fiat (or use of rule-0) and the players don't know where to stand. On the other hand, a rigid rules structure confines you within a box, and what RPG game designer can boast to have foreseen all potential outcomes in any given RPG situation? None that I've seen up to now in the many game systems I've tried.</p><p></p><p>About the statement that bad DMs will abuse flexibility if any is allowed. I'm with Mearls on this one. I think that this kind of situation takes care of itself: either players will talk to their DM and discuss their dislike of his approach; and if he persists the players will simply not play for him. I don't feel that a game needs to be so strictly structured to allow people that lack judgement to be able to play the same as others. (And I don't feel that the game's role is to teach judgement to people with bad judgement, either.)</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5628876, member: 48518"] My perspective on the question of DM power vs. rule structure comes down to one word: balance. It's clear that DMs choose a lot of things to base the story on, from the environment to the encounter design. Once the challenge is set, it's not a far stretch to allow for some on-the-scene DM fiat also. However, if the DM pulls this off too often for the taste of his players, they won't like it. So really it's a question of balance, where player and DM intuition and mutual understanding is key. As an example, as DM in 4E, I had a juggernaut (construct) charge a PC and end its move next to a fire-trapped wall behind that PC. I decided that the charge actually included the juggenaut running into the wall and triggering the fire trap. The trap attacked both the juggernaut and a couple of adjacent PCs (and left a fire zone for the encounter for the players and monsters to use with forced movements). Another example: in another battle, a wizard PC casts a Scroching Burst against an enemy archer standing on crates filled with oil flasks. Result: the crates exploded, sending bodies flying. This was DM fiat. This is not something I'd do all the time, because players would get bored and just wonder when the next Jack-out-of-the-box would spring on them. But I feel that sprinkling a bit of this kind of stuff around makes for interesting outcomes. The players tell me they like it, so our group is defininely on par on that topic which is of course very important. In fact, my players sometimes aim to have stuff like the above happen. For example, the same wizard recently put a rooftop on fire with his Scorching Burst, where archers were firing from. The option of strictly refusing to deviate from RAW (no on-the-scene decisions like described above, consequently) IMO takes away some potentially very fun elements both during battles but also outside of battle. So it's a question of balance. Too much DM fiat (or use of rule-0) and the players don't know where to stand. On the other hand, a rigid rules structure confines you within a box, and what RPG game designer can boast to have foreseen all potential outcomes in any given RPG situation? None that I've seen up to now in the many game systems I've tried. About the statement that bad DMs will abuse flexibility if any is allowed. I'm with Mearls on this one. I think that this kind of situation takes care of itself: either players will talk to their DM and discuss their dislike of his approach; and if he persists the players will simply not play for him. I don't feel that a game needs to be so strictly structured to allow people that lack judgement to be able to play the same as others. (And I don't feel that the game's role is to teach judgement to people with bad judgement, either.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New Legends and Lore: The Rules
Top