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<blockquote data-quote="Raven Crowking" data-source="post: 1731457" data-attributes="member: 18280"><p>For the record, I have been DMing since Christmas of 1979, so I've been at it for a while. I have gone both routes, the "when in doubt, say YES" route, and the "when in doubt, do what you think is best" route. In my experience, the second route has always been better <strong><em>for both players and DM</em></strong> in the long run. Right now, I have a game with eleven players in it, and there are more waiting in the wings, hoping for a chance to play if someone drops out. This is not DM vs. player. Rather, making a rules call and then having it immediately questioned <em><strong>is</strong></em> players vs. DM. </p><p></p><p>While disputes have arisen at my table many, many times, I have undoubtably been blessed with players (including quite young players) who realize that D&D is a co-operative game. We are <strong><em>all</em></strong> working to make it fun. Consequently, if a dispute arises, it is over very quickly ("Did you consider point A?" "Yes, sorry, but the ruling stands" or "No, good point, so this happens instead." "Okay." End of dispute.) and/or it is about something that relates to the characters in a life-or-death manner (which might last a <em>little</em>, but not a <em>lot</em>, longer). Perhaps it is just that I have been lucky with players lo these many years, or perhaps it is because they trust me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p></p><p></p><p>"You may wish for greater effects than these, but doing so is dangerous. Such a <em>wish</em> gives you the opportunity to fulfill your request without fulfilling it completely. (The <em>wish</em> may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) For example, wishing for a <em>staff of the magi</em> might get you instantly transported to the presence of the staff's current owner. Wishing to be immortal could get you imprisoned in a hidden extradimensional space (as in <em>imprisonment</em>), where you could "live" indefinately."</p><p></p><p>If you expect to spend 5,000 XP to gain access to unlimited wealth, then you can bet that something'll go wrong. Say D&D isn't meant to emulate literature or folklore if you like, Midas, but the...atmosphere...of the thing is important to me. How would this wish be rewarded in folklore or mythology? What would granting the wish the way you want it do to the game? All the gold you'll ever need is a lot more than a single <em>staff of the magi</em>, potentially. Should the DM screw you over (as you say) or screw the entire game over?</p><p></p><p>I think you know what my response would be. Twenty-five years and running. Never had an empty spot at the table. Support DM-Rocco's ruling 100%.</p><p></p><p></p><p></p><p></p><p></p><p>"Most undead have darkvision with a range of 60 feet."</p><p></p><p>"Pinpoints of red light smoulder in their eyesockets."</p><p></p><p>From these two lines in the Monster Manual, I would rule that skeletons have darkvision 60 feet. Usually, if a monster is blind, it is mentioned specifically as a special quality (see Grimlock).</p><p></p><p>From <em>animate dead</em>: "A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones." Note again, the distinction between corpse and skeleton, <span style="font-size: 18px"><em><strong>consistent throughout the entire product</strong></em></span>.</p><p></p><p>Really, people, what is the problem here?</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1731457, member: 18280"] For the record, I have been DMing since Christmas of 1979, so I've been at it for a while. I have gone both routes, the "when in doubt, say YES" route, and the "when in doubt, do what you think is best" route. In my experience, the second route has always been better [B][I]for both players and DM[/I][/B] in the long run. Right now, I have a game with eleven players in it, and there are more waiting in the wings, hoping for a chance to play if someone drops out. This is not DM vs. player. Rather, making a rules call and then having it immediately questioned [I][B]is[/B][/I] players vs. DM. While disputes have arisen at my table many, many times, I have undoubtably been blessed with players (including quite young players) who realize that D&D is a co-operative game. We are [B][I]all[/I][/B] working to make it fun. Consequently, if a dispute arises, it is over very quickly ("Did you consider point A?" "Yes, sorry, but the ruling stands" or "No, good point, so this happens instead." "Okay." End of dispute.) and/or it is about something that relates to the characters in a life-or-death manner (which might last a [I]little[/I], but not a [I]lot[/I], longer). Perhaps it is just that I have been lucky with players lo these many years, or perhaps it is because they trust me. :) "You may wish for greater effects than these, but doing so is dangerous. Such a [I]wish[/I] gives you the opportunity to fulfill your request without fulfilling it completely. (The [I]wish[/I] may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) For example, wishing for a [I]staff of the magi[/I] might get you instantly transported to the presence of the staff's current owner. Wishing to be immortal could get you imprisoned in a hidden extradimensional space (as in [I]imprisonment[/I]), where you could "live" indefinately." If you expect to spend 5,000 XP to gain access to unlimited wealth, then you can bet that something'll go wrong. Say D&D isn't meant to emulate literature or folklore if you like, Midas, but the...atmosphere...of the thing is important to me. How would this wish be rewarded in folklore or mythology? What would granting the wish the way you want it do to the game? All the gold you'll ever need is a lot more than a single [I]staff of the magi[/I], potentially. Should the DM screw you over (as you say) or screw the entire game over? I think you know what my response would be. Twenty-five years and running. Never had an empty spot at the table. Support DM-Rocco's ruling 100%. "Most undead have darkvision with a range of 60 feet." "Pinpoints of red light smoulder in their eyesockets." From these two lines in the Monster Manual, I would rule that skeletons have darkvision 60 feet. Usually, if a monster is blind, it is mentioned specifically as a special quality (see Grimlock). From [I]animate dead[/I]: "A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones." Note again, the distinction between corpse and skeleton, [SIZE=5][I][B]consistent throughout the entire product[/B][/I][/SIZE]. Really, people, what is the problem here? RC [/QUOTE]
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