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The Trouble With Rules Discussions
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<blockquote data-quote="Retros_x" data-source="post: 9490010" data-attributes="member: 7033171"><p>I know the rules of 5e pretty well and IMO its necessary to know the rules before you break them. Newbie DMs I always advice to homebrew as little as possible to learn the rules first and play the game as intented, than you have a better understanding when to break and what to break.</p><p></p><p>As a player I try to shut up and not engage in rules discussions at the table. In our last ToA-session I was really tested. Our DM interpreted Charmed effect as mind control which made the Beholder fight much harder and lead to a retreat with 3 dead player characters. I stomached it (the phantastic roleplay that resulted out of it made it easier) but I couldn't resist to mumble "That is DAMN strong charm effect to turn allies into enemies for 1 hour without any saving throw to get out of it" and he was just "jup, thats ToA for you".</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9490010, member: 7033171"] I know the rules of 5e pretty well and IMO its necessary to know the rules before you break them. Newbie DMs I always advice to homebrew as little as possible to learn the rules first and play the game as intented, than you have a better understanding when to break and what to break. As a player I try to shut up and not engage in rules discussions at the table. In our last ToA-session I was really tested. Our DM interpreted Charmed effect as mind control which made the Beholder fight much harder and lead to a retreat with 3 dead player characters. I stomached it (the phantastic roleplay that resulted out of it made it easier) but I couldn't resist to mumble "That is DAMN strong charm effect to turn allies into enemies for 1 hour without any saving throw to get out of it" and he was just "jup, thats ToA for you". [/QUOTE]
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