Ahnehnois
First Post
At least with regards to what you're calling "DM fiat" what I'm talking about is not a style of play or houserule from my table. It's objectively clear and explicit how these things work, and it's foundational to the rules.I'd have a lot less criticisms if you were presenting things as, "This is how I like to play" rather than, "This is the basic DMing 101 way to play and anything else is doing it wrong because most people play the way I do".
So, for example, if the situation arises where a player wants to use Diplomacy on an NPC, an the DM doesn't think a check is warranted, the DM wins. They might want to talk it out, but if they can't, there is no debate as such. The player has no recourse. The DM's interpretation is the correct one by definition, so it carries. This is how the rules themselves work.
Now, in some cases, people will want to go outside of the rules "101" for whatever it is they're doing. That's fine. But to go back to the point of the original example, once you've done that, you're no longer playing the same game. So, for example, if you want to criticize the balance of a spell in a situation where the player, not the DM, controls how the spell is interpreted (and apparently the behavior of NPCs and the world around them), that's inappropriate, because the spell was written in a game where the DM has blanket authority.
D&D is very balanced, but it's balanced by the DM, not for the DM.
Yes, it is. Unlike, talking to someone, Charm is explicitly defined as an attack. Attacking the crown is obviously a bad idea. The rules for attack rolls don't mean that drawing your weapon on authority figures is a good idea, and the rules for Charm don't mean that charming them is a good idea.Remember, we were charming the chamberlain, not the king. We were trying to see the king, not charm him. We were attempting to use diplomacy to influence the chamberlain to see the king, an example for the use of diplomacy that was pulled directly from the 3e and 3.5 PHB. The idea of charm person was added when diplomacy was ruled impossible. Apparently using charm person to influence someone's reactions was breaking the rules and forcing an unreasonable outcome.
It's putting the DM in a tough position because it derails the game and because it's irrational. A king's defenses are not going to be penetrated by a first level spell. In general, the only plausible outcome for attacking royal agents is that the player ends up in a dungeon or dead, and your outcomes might even be worse if you try it with spells than if you attack them with swords. Not the cool kind of dungeon, the one you can't get out of. This derails the campaign. It's also something that the character would not do, unless the character is mentally ill in some way. Self-destructive actions like this are the player equivalent of "rocks fall and you die".
As noted above, context does matter. So if we're talking about a case where the player is extremely high in level, or a low magic world, maybe this plays out a little differently. So, I'm assuming that the PCs are gods among men, and that they did not invent the Charm Person spell.
Barring those kinds of extremes, I go back to the idea that the actions you've described to try and illustrate the power that PCs have to rewrite history actually and up proving the opposite. Diplomacy only works when people are actually willing to engage in diplomacy. Magic only works when you can manage the consequences. Neither of those things are "player fiat".