DM-Rocco said:
Well, my will was begining to break. I was considering giving in to the needs of greedy players everywhere after reading the last few threads.
<snip>
However, since Raven Crowking had posted his last comment, it just made things more clear for me. I am the DM, I made a ruling and I need to be consistant in that ruling. If the player wants to try and create a better version of the spell, at the same or different level, then I don't see a problem with that, as long as it is balanced.
<snip>
As for letting the characters get away with it because they worked hard to get to that level, no, I am not buying that.
Pleased to be of service.
DreamChaser said:
i second mouseferatu's minimal rules-lawyering interpretation.
To recap, Mouseferatu said:
Mouseferatu said:
Frankly, I think this is a perfect example of people reading too much into the rules.
The spell is designed to speak with dead bodies. Period.
Decay is not "damage" in the D&D sense of the word. The spell says that corpses can speak, and it does not exclude skeletal corpses. That's a pretty major omission, if that was the writer's intention, don't you think? Especially with "bodies of any age" caveat.
As written, I'd rule that if the corpse is intact--and by intact, I mean all the pieces that should be there given its state of decomposition are still present--than it can speak. Anything else is grossly limiting a spell that's A) already pretty narrow in focus, and B) a third-level spell.
DreamChaser, I have a very hard time seeing how DM-Rocco's interpretation is "rules lawyering" and Mouseferatu's is not. Both are looking at the rule (spell description) as written, and then interpreting what they see based upon (1) general principles as they see them, and (2) what type of game they prefer. If you truly believe that one of these positions must be rules-lawyering, look at what benefits are being asked for. Then decide if you really "support DM's prerogotive" or not.
Usually, rules lawyering refers to taking the rules as written, and using the phraseology to create specific benefits (almost always for a PC, almost never for the DM) that are clearly not intended by the person creating the rule. In this case, we also know from WotC that DM-Rocco's interpretation is that specifically intended by the people creating the rule.
There is some question as to what the word "corpse" means. To DM-Rocco, myself, and (apparently) WotC, the terms "corpse" implies that there is flesh on those bones. As for the "of any age," the discovery of a mummified "Ice Man" from prehistoric times in the Alps is a perfect example of how
speak with dead could be used to speak with an intact body "of any age."
Spells that supply information are not as "narrow in focus" as Mouseferatu implies. With a clever caster and access to a body -- even with the limitations supported by DM-Rocco and WotC -- this spell could easily be renamed "find out just about anything." That's a pretty broad power, especially as dead bodies are not uncommon in most D&D campaigns.
Speak with dead could
easily be one of the best 3rd level spells around.
numion said:
I have a great new idea for DMing in general: When in doubt, SAY YES! The players have fought to advance their characters, let them use the abilities!
According to the oft-spoken rule, the DM is supposed to be impartial. Now, we all know that this is a crock.

The DM is supposed to be creating an entertaining experience for the players, not for the orcs hidding out in room 38 of the third level of Castle Hackmoore. Yet, part of creating an entertaining experience is making things difficult for the PCs. There, I said it. The DM's job is to avoid making things easy for the PCs.
You know how the PCs are those "special people" who get to weild magic and money so much more than everyone else around them? Well, they are also the "special people" who have assassins, evil wizards, dragons, and the archlich after them. And the King's Tax Collector. And their dog got the flu. And they just discovered that their castle was built on an old orcish burial ground. You get the idea.
This is the only way the players fight to advance their characters.
I say to DMs everywhere: When in doubt, go with your gut instinct. Then be prepared to be consistent. Which means, take notes on your rulings. Then get back to the game. It's as simple as that.
(If you need to make it more simple, tell your players when they sit down that what they know about the game is lore that may or may not be accurate, that you can and do change monsters and magic items to fit your vision of the world, and that you control the rules in your game. Even if you change nothing. Then you can always remind them that they were warned.)
I say to players everwhere: Your plan didn't work the way you thought it would? Too bad. If this was the first time your character ever cast
speak with dead (or at least the first time under these circumstances, or in this world), chalk it up to a learning experience. Then get on with the game. Because, while the DM is supposed to provide an entertaining experience for
you, the DM gets to expect
you to provide an entertaining experience as well. It's a two-way street. Otherwise, why DM?
(What I am trying to say here is stop whining. If you really think this call was such a biggie that it ruined the game, quit and find another DM. If not, keep your part of the DM/player contract and make the game fun. If you're a player arguing with the DM because something didn't work the way you hoped it would, based upon a difference in interpretaion of the rules as written, you're in no position to claim that the DM is "rules lawyering"!)
I seriously wonder how DM-Rocco's players would fare in my campaign world....?
RC