delericho
Legend
If a DM wants to 'cheat' by changing the rules, then that's his prerogative. If he does it too often, or does it badly, his players should call him on it.
However, I want professional module designers to follow the RAW or, where the RAW ends, follow the intentions of the RAW for their extrapolations. So, I expect to not see any areas with unbreakable doors, or no-save-and-die poisons, or the like. I don't mind the adventure including counter-measures to likely PC tactics (such as preventing teleport), provided the nerf makes sense in the context of the known game rules, and represents something within the capabilities of the (implied) builder of the adventure area. (So, a door with break DC 50+ is believable in the domain of a god, but not in the tower of any non-epic wizard.)
My reason for making this distinction is that where the adventure designer breaks the rules, he is essentially imposing his house rules on my game. And, to be honest, I would rather play by my own rules, thanks.
However, I want professional module designers to follow the RAW or, where the RAW ends, follow the intentions of the RAW for their extrapolations. So, I expect to not see any areas with unbreakable doors, or no-save-and-die poisons, or the like. I don't mind the adventure including counter-measures to likely PC tactics (such as preventing teleport), provided the nerf makes sense in the context of the known game rules, and represents something within the capabilities of the (implied) builder of the adventure area. (So, a door with break DC 50+ is believable in the domain of a god, but not in the tower of any non-epic wizard.)
My reason for making this distinction is that where the adventure designer breaks the rules, he is essentially imposing his house rules on my game. And, to be honest, I would rather play by my own rules, thanks.