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<blockquote data-quote="LokiDR" data-source="post: 328078" data-attributes="member: 6239"><p>You do not speak for most of the DMs I know. You do not speak for me. The book are not god, the players are not god, and most certainly you are not god. In the end, the only ultimate goal is EVERY person's enjoyment.</p><p></p><p>Edit: personal comment removed.</p><p></p><p>To clarify my position, I never agree with any person, for any reason, stamping their foot and saying they are right. I see rule 0 being used for this. A DM who likes to play god is not doing the job of a DM, they are being self serving. A DM uses rule 0 to make the game fun for every one is being a good DM.</p><p></p><p>If you run a game and know ahead of time that commune is going to be a problem, tell your players. I have never felt entitled to any ability, unless I already have it and have used it. Any game can chop the rules to shreds if its fun (yes, the DMG should have more on this). If this is the only way you can think to deal with a situation after a player has come up with it, maybe you didn't look hard enough. If you do decided to change an abilty that a PC already has, you should talk to the player. No one like having something taken from them, in game or otherwise.</p><p></p><p>But if you do chop the rules appart, you are not running a game that others would recognized as standard D&D. Who cares? If you like the rules you have, and the game is good, then no one can call it wrong. But it is not standard D&D and the players deserve to know that. If a person has played with you before and they already know, then they have no right to complain. If you tell the guy who has talked about casting commune since first level right after the first time he casts the spell, you are being a jerk. </p><p></p><p>All I say is that players should have more consideration in a game than "I don't like that rule, I'm changing it"</p><p></p><p>For the record, I am not the final athority or god either.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 328078, member: 6239"] You do not speak for most of the DMs I know. You do not speak for me. The book are not god, the players are not god, and most certainly you are not god. In the end, the only ultimate goal is EVERY person's enjoyment. Edit: personal comment removed. To clarify my position, I never agree with any person, for any reason, stamping their foot and saying they are right. I see rule 0 being used for this. A DM who likes to play god is not doing the job of a DM, they are being self serving. A DM uses rule 0 to make the game fun for every one is being a good DM. If you run a game and know ahead of time that commune is going to be a problem, tell your players. I have never felt entitled to any ability, unless I already have it and have used it. Any game can chop the rules to shreds if its fun (yes, the DMG should have more on this). If this is the only way you can think to deal with a situation after a player has come up with it, maybe you didn't look hard enough. If you do decided to change an abilty that a PC already has, you should talk to the player. No one like having something taken from them, in game or otherwise. But if you do chop the rules appart, you are not running a game that others would recognized as standard D&D. Who cares? If you like the rules you have, and the game is good, then no one can call it wrong. But it is not standard D&D and the players deserve to know that. If a person has played with you before and they already know, then they have no right to complain. If you tell the guy who has talked about casting commune since first level right after the first time he casts the spell, you are being a jerk. All I say is that players should have more consideration in a game than "I don't like that rule, I'm changing it" For the record, I am not the final athority or god either. [/QUOTE]
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