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Why does 5E SUCK?
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<blockquote data-quote="Celtavian" data-source="post: 6654084" data-attributes="member: 5834"><p>I'll tell you an instance that would cause me to do just this. If the player considers "imagination" to be finding a rules exploit that allows him to break the game killing the BBEG, I'm going to stop that right there and right then. There are these types of DM minefields all over <em>Pathfinder</em>/3E. I did not tolerate them. I don't consider imaginative play to be finding a method of manipulating the rules to a point that you can't be defeated or can trivialize encounters. If some player springs some goofy combination on me and says, "It works RAW." I'll stop that right there, tell him he did not get that oked with me prior to using it, and it does not work. If I get flack from that player during the game, I'll tell him "You can discuss this after the game. It's not happening right now." If he doesn't respect that, I'll stop DMing right there and go find another group. I'm a DM. Finding a group of players is way easier than finding a quality DM if you want to discuss DM leverage in these situations. </p><p></p><p>That's why the DM always has final say to halt any thing he feels is disrupting the game and creating a rules exploit that a player is trying to force down his throat. No player has a right to do this to a DM. </p><p></p><p>Fortunately, I've never had to deal with this in my older years. My entire group has always respected the DM's authority and left serious rule discussions for after the session. DM having final say is a courtesy dating back to the early days of gaming. Players respect it or find someone else to DM.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6654084, member: 5834"] I'll tell you an instance that would cause me to do just this. If the player considers "imagination" to be finding a rules exploit that allows him to break the game killing the BBEG, I'm going to stop that right there and right then. There are these types of DM minefields all over [I]Pathfinder[/I]/3E. I did not tolerate them. I don't consider imaginative play to be finding a method of manipulating the rules to a point that you can't be defeated or can trivialize encounters. If some player springs some goofy combination on me and says, "It works RAW." I'll stop that right there, tell him he did not get that oked with me prior to using it, and it does not work. If I get flack from that player during the game, I'll tell him "You can discuss this after the game. It's not happening right now." If he doesn't respect that, I'll stop DMing right there and go find another group. I'm a DM. Finding a group of players is way easier than finding a quality DM if you want to discuss DM leverage in these situations. That's why the DM always has final say to halt any thing he feels is disrupting the game and creating a rules exploit that a player is trying to force down his throat. No player has a right to do this to a DM. Fortunately, I've never had to deal with this in my older years. My entire group has always respected the DM's authority and left serious rule discussions for after the session. DM having final say is a courtesy dating back to the early days of gaming. Players respect it or find someone else to DM. [/QUOTE]
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