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On taking power away from the DM
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<blockquote data-quote="Henry" data-source="post: 3793786" data-attributes="member: 158"><p>This is true, on one level - on another, quite a few old-school DMs lament the fact that there is now one, single, consistent way to handle a given event where there wasn't one previously. How many creatures can the Behir gobble up? The dragon can't swallow you whole? The book says it can't. All it takes to make a flaming sword is this spell, a guy with a feat, and 4,000 gp? What about the red dragon's blood, the blessings of Imix, and the meteoric starmetal? All these are spelled out now, so the arbitrary methods of a given past DM now have something that a player can stand up to and say, <em>"that's not the right way, anymore."</em></p><p></p><p>More practically, a DM can also disagree with the way to handle an action. He had his own grappling rules that he had been using for years; now, the grappling rules look like THIS, and they're in his opinion twice as complicated as they could be. Yet his players might insist that, because they're in the book, they're the right way to do it, now, and according to those rules, he shouldn't change them without a good reason.</p><p></p><p></p><p></p><p></p><p>I agree. Some old quotes:</p><p></p><p>"You do have the right to overrule the dice at any time if there is a particular course of events you would like to have occur. In making such a decision you should <em>never</em>[emphasis Gary's] seriously harm the party or and NPC with your actions." - DMG p. 110</p><p></p><p>"Now and then a player will die through no fault of his own... In the long run you should let such things pass as the players will kill more than one opponent with their their own freakish rolls at some later time. Yet you do have the authority to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye... It is very demoralizing to the players to lose a cared-for player character when they have played well." - DMG p.110</p><p></p><p></p><p>To me, it comes back to playing with good people, who want to work together, or playing with someone who wants to take avantage of the others in the group, whether player or DM.</p></blockquote><p></p>
[QUOTE="Henry, post: 3793786, member: 158"] This is true, on one level - on another, quite a few old-school DMs lament the fact that there is now one, single, consistent way to handle a given event where there wasn't one previously. How many creatures can the Behir gobble up? The dragon can't swallow you whole? The book says it can't. All it takes to make a flaming sword is this spell, a guy with a feat, and 4,000 gp? What about the red dragon's blood, the blessings of Imix, and the meteoric starmetal? All these are spelled out now, so the arbitrary methods of a given past DM now have something that a player can stand up to and say, [I]"that's not the right way, anymore."[/I] More practically, a DM can also disagree with the way to handle an action. He had his own grappling rules that he had been using for years; now, the grappling rules look like THIS, and they're in his opinion twice as complicated as they could be. Yet his players might insist that, because they're in the book, they're the right way to do it, now, and according to those rules, he shouldn't change them without a good reason. I agree. Some old quotes: "You do have the right to overrule the dice at any time if there is a particular course of events you would like to have occur. In making such a decision you should [I]never[/I][emphasis Gary's] seriously harm the party or and NPC with your actions." - DMG p. 110 "Now and then a player will die through no fault of his own... In the long run you should let such things pass as the players will kill more than one opponent with their their own freakish rolls at some later time. Yet you do have the authority to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye... It is very demoralizing to the players to lose a cared-for player character when they have played well." - DMG p.110 To me, it comes back to playing with good people, who want to work together, or playing with someone who wants to take avantage of the others in the group, whether player or DM. [/QUOTE]
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