Imaro said:
I just read the post referenced above, and it seems IMHO, that Ryan Dancey is more commenting on an overabundance of rules that must be checked, out of game chatter and rules arguments, rather than player's having to stop and rest to replenish abilities( I don't see the problem with this since a DM can easily throw an encounter at the PC's while they're trying to rest if he wants to up the stakes...or handwave the time it takes to rest and move on.).
I agree. However, I was pointing to the source of the quote because it was being misrepresented above. It wasn't that the other 3 1/2 hours was fun doing other stuff, it was that the players were sitting on their hands most of the time.
*snip because I have no opinion one way or another about the speed of rules light vs rules heavy*
The problem with D&D 3e in this respect is that more power has been placed in the hands of players and it first; builds a sense of distrust between players and GM's especially if the GM makes a mistake or judgement call that one of the players knows the rules for.
Second; it promotes rules arguments as it grants the power of players to know more about the RAW, and why grant power if it isn't going to be exerted. Thus players feel more secure and justified in questioning the rulings of a GM.
This is a point that gets raised a lot and I think it's not entirely accurate. 3e does take power from the DM. That's true. But, it doesn't give that power to the players. It keeps that power nicely wrapped up in the rules. If it gave powers to the players, then the players could declare their success or failure and make it stick. That's not true. Determining DC's, for example, is the responsibility of the DM, not the player. Even when the DC is fixed, like in a Jump check, the player still cannot change that DC. He has no power. The DM also has no power as well, but, the rules have lots of power.
If the DM makes a bad call and the player knows the rule, where's the problem? It was a bad call, the player says, "Hey, I should have succeeded" and the game moves on. The problem comes when the DM decides that his call should trump the rules. Then we're back to playing Calvinball where the players have to guess whether or not they should have a chance of success.
I have ZERO problems questioning or being questioned as a DM and I fail to understand why any DM would. The DM's hat does not make me infallible. I rely on my players heavily actually to make sure that my rulings are close enough to RAW to satisfy everyone. Most of the problems I've seen in any edition has been the result of DM's deciding that they are infallible and no argument can sway their point of view.
If I make a bad call, I fully expect to be called on it. And, because the players have a reasonable grasp on the mechanics, they can generally quote chapter and verse as to why my call is bad. Fantastic. I look at the rules, learn them for next time and away we go.
Do you honestly have more rules arguments in 3e than in previous editions? Really? I can't honestly remember the last rules argument I had at the table. It's been years. In previous editions, it was each and every session.