Stalker0 said:
I have no problem with a designer coming up with a "cheat" if its cool and well thought out.
That's actually very true... I think there are three classes of rules bending:
1) The Guessing Game or The Way It Was Meant To Play: Classic railroading or nerfing of abilities, because the designer/DM envisions a specific solution or has problems with incorporating the power of high-level characters.
=> Almost universally bad.
2) The Difficult Encounter: The rules are bent to make the encounter/adventure more difficult, or more challenging. Can involve nerfing, but also just strange rules changes.
=> Dangerous and can be abused, but if it is incorporated as plot device (i.e. plot device) it can work out well.
3) The In-Game Challenge: The rules are changed to stress a specific fact, i.e. it's no nerfage, but rather something reflecting a special work of the world/campaign, but it doesn't disallow the PCs to use their full abilities.
=> Usually goes well, as long as it is not overused, or made to difficult.
Most of the discussion may (IMO) result from the fact, that there is so much different rules-bendery/cheating...