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Community
General Tabletop Discussion
*TTRPGs General
Players: do you help your DM? DMs, do you like getting rules reminders?
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<blockquote data-quote="Majere" data-source="post: 1414889" data-attributes="member: 13916"><p>Our group is pretty old (well for me, the same groups for over a quarter of my life so far !). And the general rule goes.</p><p>"You can question the DM, or ask him to check rules if you think he made a mistake. But after the DM has read the rules you accept his decision."</p><p>The prevents the game crawling to a stop while game mechanics are decided. After the game, if people still think there is a mistake or something over looked, we can discuss it as a group in "downtime". Our DM is pretty good about this, he isnt a rules lawyer, but understands that if a player feels that he was "cheated" by a bad decision it will lead to tension, in return we respect that he likes to bend the rules here and there. So if something isnt "as the MM" its because it has special nasties.</p><p></p><p>For example last session the monk was using his stunning fist attack, but not doing any melee damage, when I questioned the MONK (not the DM) he assured me this was right. I wasnt so sure and read up the relevent feat to find the telling line "You deal your normal melee damage...". After the combat I gave the monk the page reference, and we have an even happier monk, but to push the point at that moment would have spoilt the flow of combat. </p><p></p><p>We also have a pretty long list of "house" rulings and interpretations, so that the game is consistant. And people are honest about pointing out the bad as well as the good, its part of the trust implicit in the group.</p><p></p><p>Hope that</p></blockquote><p></p>
[QUOTE="Majere, post: 1414889, member: 13916"] Our group is pretty old (well for me, the same groups for over a quarter of my life so far !). And the general rule goes. "You can question the DM, or ask him to check rules if you think he made a mistake. But after the DM has read the rules you accept his decision." The prevents the game crawling to a stop while game mechanics are decided. After the game, if people still think there is a mistake or something over looked, we can discuss it as a group in "downtime". Our DM is pretty good about this, he isnt a rules lawyer, but understands that if a player feels that he was "cheated" by a bad decision it will lead to tension, in return we respect that he likes to bend the rules here and there. So if something isnt "as the MM" its because it has special nasties. For example last session the monk was using his stunning fist attack, but not doing any melee damage, when I questioned the MONK (not the DM) he assured me this was right. I wasnt so sure and read up the relevent feat to find the telling line "You deal your normal melee damage...". After the combat I gave the monk the page reference, and we have an even happier monk, but to push the point at that moment would have spoilt the flow of combat. We also have a pretty long list of "house" rulings and interpretations, so that the game is consistant. And people are honest about pointing out the bad as well as the good, its part of the trust implicit in the group. Hope that [/QUOTE]
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Community
General Tabletop Discussion
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Players: do you help your DM? DMs, do you like getting rules reminders?
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