Other: I used the SRD as an outline to produce my own rules, enforcing those without hesitation, ignoring the Core Rulebooks.
Do you ever alter your plans for an encounter to suit unexpected actions by PCs?
This (being right in others eyes) is pretty important to you, isn't it?
fusangite said:Well, this poll is turning out much like the other thread where these issues first appeared. Factoring out "other," about 70% seem to share my vision of the D&D rules. Even with "other," a solid majority seem to share my views.
I'm surprised how unpopular the my preferred mode in more rules-light systems is -- it seems like almost no one just rolls dice for NPCs just to make noise.
Psion said:I went with "other". I generally follow option 2, but have sort of a "keep the game moving" house rule. To wit: If you can't find the answer to question quickly, make something up and move on with the game. After the game, learn the real rule (or make a house rule) so this situation doesn't slow us down next time.
I rarely if ever feel it necessary to "ignore the rules to make the plot of the game go the way I want it to." First, that sounds a bit like railroading. Second, I feel I owe the players a sense of consistency and the rules + my house rules are a stable body of world physics that they can rely upon. Third, as DM, I wield enough power as it is to manipulate the game; I don't need to rob the campaign of consistency in order to facilitate the fun of the game.
Finally, you can do a lot with the "DM's best friend."
FROM FUSANGITE
Numion, Valiantheart, you seem to be carrying over the animosity from the other thread, which is unfortunate.
if the rules don't fit my group's playing style, i get a new system; i don't even bother with house rules.mmu1 said:I wonder how the responses would look like if some of them were "I change the rules when I feel they don't fit my group's playing style" or "I change the rules if I feel it makes the game more fun."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.