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Was AD&D1 designed for game balance?
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<blockquote data-quote="Gimby" data-source="post: 5046218" data-attributes="member: 49875"><p>Sure, sorry. As I see it, DM fiat has a useful place in a game, "Mother-May-I" is the degenerate case where it's overused to the detriment of the game. Doesn't happen under ideal conditions, but we were all bad/new/tired at some point.</p><p></p><p>-edit </p><p></p><p></p><p></p><p>Lawful Good rules lawyers do exist, even if they are rare <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>Very much so - but I'm of the opinion that it should be reserved for those cases where there are no rules already in place or similar ones where the rule can be reasonably extrapolated. That includes the game context as well as "common sense" - a good example of this would be a chap recently on RPG.net attempting to figure out the damage for a steampunk weapon on some kind of impulse/HP conversion rate. IMO, you should stick to something "level appropriate" because of the rest of the game context. "Realistically" your weapon should be really powerful, but "realistically" if I stick a sword in you you die. Thus we should look to existing rules rather than appeal to "realism", if you see what I mean.</p><p></p><p></p><p></p><p>Its not your idea really, its just a pet peeve - kill 500 guys in a shooter? 500-1 odds, right? No. likely 500x 1-1 odds where you had a massive mechanical advantage. Not really applying that to you.</p><p></p><p>So yes, a DM must make rulings, but I think its best if they have a framework to make them in. Helps keep things consistent and better allows players to formulate plans that are likely to work.</p></blockquote><p></p>
[QUOTE="Gimby, post: 5046218, member: 49875"] Sure, sorry. As I see it, DM fiat has a useful place in a game, "Mother-May-I" is the degenerate case where it's overused to the detriment of the game. Doesn't happen under ideal conditions, but we were all bad/new/tired at some point. -edit Lawful Good rules lawyers do exist, even if they are rare :) Very much so - but I'm of the opinion that it should be reserved for those cases where there are no rules already in place or similar ones where the rule can be reasonably extrapolated. That includes the game context as well as "common sense" - a good example of this would be a chap recently on RPG.net attempting to figure out the damage for a steampunk weapon on some kind of impulse/HP conversion rate. IMO, you should stick to something "level appropriate" because of the rest of the game context. "Realistically" your weapon should be really powerful, but "realistically" if I stick a sword in you you die. Thus we should look to existing rules rather than appeal to "realism", if you see what I mean. Its not your idea really, its just a pet peeve - kill 500 guys in a shooter? 500-1 odds, right? No. likely 500x 1-1 odds where you had a massive mechanical advantage. Not really applying that to you. So yes, a DM must make rulings, but I think its best if they have a framework to make them in. Helps keep things consistent and better allows players to formulate plans that are likely to work. [/QUOTE]
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