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Many people feel that the DM should have absolute power when it comes to the rules. That in order to prevent arguments from getting in the way of playing the DM should have the final say on everything.

This idea has created a policy that many groups follow concerning arguments about rules. Let me illustrate with an example of play.

DM: OK, the hill giant turns towards the wizard who just casted fireball on him and throws one of his javelins.

Player: But I'm 700 feet away, he can't throw it at me. That's too far.

DM: I disagree. But I don't want to waste the session looking up rules. We'll say it works this way for now and look it up afterwards.

After the session.
DM: Well look at that! Javelins CANT fly 700 feet. I guess I was wrong. Well at least now we know for next time.
-------------------------------------

The problem with this system is that all players end up getting screwed at one point or another. Often times this means that the players will feel cheated and there is some loss of resources or glory at the least. It's nice that the correct rule is found but it doesn't change what already happened.

As a DM I do something different with my players. If there is a rules debate between me and one of them then unless I know 100% for sure that they are wrong and it says in clear writing that they can't do x, then I have the rule work how the player says it does. Can player's take advantage of this system? Yes. But I trust my players to not to, just like I trust my DMs to follow the rules.

Kinda crazy right? My thinking is that a player feeling cheated (or their character dying) is far worse then one of my bosses dying unfairly, even if that boss died in such a way that made it un-epic.

What do you think of the way rules arguments are handled? How do you handle rule disputes in your group? Would you feel worse if your character died or was taking out because of a bad ruling? Or if the BBEG died or was taken out because one?

Note that I'm not talking about when DMs make up their own rules or give a ruling when there is clearly nothing in the rulebook that covers a certain topic, that is a whole new can of worms.

Silver Crusade

Yea, but 95% of the time. Due to the sheer amount of time I spend on the system. I'm right, and the players are wrong. Though, I tell them to look it up when it's not their turn, and we'll take a quick 1-2 minute break to go over the rule during the session once they have it.


Dan Luckett wrote:
Yea, but 95% of the time. Due to the sheer amount of time I spend on the system. I'm right, and the players are wrong. Though, I tell them to look it up when it's not their turn, and we'll take a quick 1-2 minute break to go over the rule during the session once they have it.

And I think that's why it says in almost every roleplaying game that the DM (or its equivalent) is the rules referee, because most likely they know the rules the best. This isn't always the case however, how would you feel about your system if all your players knew as much as you did?


I think that is a great system if you as a GM feel comfortable with it, and your players are interested in having a fun game and not getting pleasure from "getting one over" on you. It engenders a great level of trust with your players, and eliminates any feeling that some players get that their GM is trying to "beat" them. I do think that in situations that you are confident that you know the rules, but the players disagree, it is time to put their feet to the fire and insist that they find the rule they are disputing before their version goes into effect - so this round it is done your way, but if they can look up and find the rule by next round, then it is done in the way that you have both agreed that the book says.

I have been in situations where, as a player, the GM has designed an encounter which is based on an erroneous interpretation on the rules. As a player, I have learned to wait till the end of the session to bring the issue up, but there have definitely been a few times where enemies have ended up with abilities that are multiple times more powerful than intended in the rules. I have also learned, that when the GM has made a mistake like that, and the mistake they are making creates a huge power inequity, there is just no dishonor in running away, if at all possible. Sometimes the GM doesn't realize that he has made a mistake which makes an enemy nigh-invincible, and ends up just as disappointed as the players when it results in party death.

In short, I approve, but I am not going to fault GM's who have a less trusting philosophy, mostly because I have played with exploitative players. There have been many a session where I have ended the night feeling very sorry for the GM and the nonsense he has to put up with.

Sczarni

If you have 100% confidence in your players that they aren't trying (even subconsciously) to take game into their advantage then sure, judging in their favor is okay especially in house games.


You know, I think it is the rules adherent GMs that are trying to beat the players more often, at least in my experience.

The GM that thinks the giant can throw a javelin 700 feet is imagining how far 700 feet is and how a giant should be strong enough to throw something that far, rules be damned. When it comes to GM's like that, they will let the players do anything that they can relate the sense of. The 700' javelin GM will let the fireball wizard suffocate people in a cave if the player can relate how the fire will eat up all the O2 when there isn't good air flow. That's not in the rules either, but it "makes sense" to the player and GM and the GM thinks it is good, he will let it go.

The GM's that follow all the rules are the ones that try to out board game the players by having wizards using 5' steps to avoid AoOs or have a parade of enemies that just happen to be immune to whatever the party spell casters have been doing lately.


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The issue with not looking into the disputes isn't so much NPCs dying unfairly as the session getting held up. It's really an issue of fun vs. rules. That being said, when not looking up the rules results in less fun, it gets gray. My rule of thumb is generally to let things wait unless they're important. Five damage? We'll look it up later. Dead PC? We look it up now. :)


cranewings wrote:

You know, I think it is the rules adherent GMs that are trying to beat the players more often, at least in my experience.

The GM that thinks the giant can throw a javelin 700 feet is imagining how far 700 feet is and how a giant should be strong enough to throw something that far, rules be damned. When it comes to GM's like that, they will let the players do anything that they can relate the sense of. The 700' javelin GM will let the fireball wizard suffocate people in a cave if the player can relate how the fire will eat up all the O2 when there isn't good air flow. That's not in the rules either, but it "makes sense" to the player and GM and the GM thinks it is good, he will let it go.

The GM's that follow all the rules are the ones that try to out board game the players by having wizards using 5' steps to avoid AoOs or have a parade of enemies that just happen to be immune to whatever the party spell casters have been doing lately.

Woah there, when did wizards using 5' steps be indicative of a DM who is trying to game the system? If he uses a barbarian with a two-hander and power attack is he gaming the system then? Personally I try and follow the rules because following the rules will give players the most-fair experience. Not to say I don't allow things that are not in the rules, but allowing other stuff often affects game balance greatly.

For example, the javelin example. If the DM did say "rules be damned!" and took away the hard limit on ranged weapons then the archer would suddenly be able to snipe dragons from miles away. THAT would break the game. Heck, just look at the AM BARBARIAN discussion. Much of what that battle consists of is who sees who first and being able to attack once you see them.

Kobold Cleaver wrote:


The issue with not looking into the disputes isn't so much NPCs dying unfairly as the session getting held up. It's really an issue of fun vs. rules. That being said, when not looking up the rules results in less fun, it gets gray. My rule of thumb is generally to let things wait unless they're important. Five damage? We'll look it up later. Dead PC? We look it up now. :)

Makes sense. I imagine most DMs do the same. But what if the rule is complex? And there isn't a clear answer at first glance? That some research would need to be done to find the answer. What would you do then?


Jezai wrote:


Woah there, when did wizards using 5' steps be indicative of a DM who is trying to game the system? If he uses a barbarian with a two-hander and power attack is he gaming the system then? Personally I try and follow the rules because following the rules will give players the most-fair experience. Not to say I don't allow things that are not in the rules, but allowing other stuff often affects game balance greatly.

For example, the javelin example. If the DM did say "rules be damned!" and took away the hard limit on ranged weapons then the archer would suddenly be able to snipe dragons from miles away. THAT would break the game. Heck, just look at the AM BARBARIAN discussion. Much of what that battle consists of is who sees who first and being able to attack once you see them.

Forget the 5' step then. Lets say a player is playing a paladin who is standing 10' in front of a princess he is trying to defend. On the monsters turn, he takes a XX' movement, walks in a big circle around the paladin and attacks the princess in the back. The paladin can't move to get in the way because it isn't his turn. Very stupid, but legal by RAW.

The 700' Javelin GM isn't getting rid of the ranged penalty rule for everyone and everything. He is getting rid of it for giants throwing things, because he things that makes sense. He doesn't think getting rid of it for the party archer makes sense, so he doesn't do that for him. Maybe a PC will get his strength up to giant levels and ask for the same treatment when he throws things /shrug well that is just the price you pay when you GM that way. It is part of the fun.


cranewings wrote:


Forget the 5' step then. Lets say a player is playing a paladin who is standing 10' in front of a princess he is trying to defend. On the monsters turn, he takes a XX' movement, walks in a big circle around the paladin and attacks the princess in the back. The paladin can't move to get in the way because it isn't his turn. Very stupid, but legal by RAW.

The 700' Javelin GM isn't getting rid of the ranged penalty rule for everyone and everything. He is getting rid of it for giants throwing things, because he things that makes sense. He doesn't think getting rid of it for the party archer makes sense, so he doesn't do that for him. Maybe a PC will get his strength up to giant levels and ask for the same treatment when he throws things /shrug well that is just the price you pay when you GM that way. It is part of the fun.

Your example with the princess actually makes quite a bit of sense. 10' is pretty far. Watch a professional football player try to catch someone who is already 10' away from them. Of course you have to wonder why the monster runs around the threat to attack the non-threat. Of course the paladin could be enlarged or have a spear or a multitude of feats that protect the princess and that would make it even more difficult for the monster to reach her, in which case the monster would need to have a very high speed indeed to run around the paladin.

Why does it only work for thrown weapons? If I have a bow with a +10 strength modifier then why doesn't my improved strength affect the range? And it still breaks balance HORRIBLY because you'll have dwarfs throwing axes from miles away.

But at this point the thread is going a little off topic. And I don't think it's fair to bump my own thread like this. Maybe you can send me a PM with the rest of this debate? Or if you think it is important for others to see and chime in would you start a new thread?


Eh, I've argued this kind of thing to death, and I don't really feel like debate for the point of debate. It should be obvious that the fighter walk around thing works even if the princess is right behind him, and it should be obvious that I'm talking about a fit guy with a sword (no reach) trying to protect her. I don't have the energy right now to spell out every little detail.

Balance is boring to GMs who change the rules on the fly to fit their imagination. I sort of split the difference between the two styles, but I'd rather play with a GM who made up the rules on the fly than one I where have to worry that the princess will die because I have to take my movement on my own turn while everything else in the world is frozen in place.


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This thread title was really misleading dangit.


Jezai wrote:
Dan Luckett wrote:
Yea, but 95% of the time. Due to the sheer amount of time I spend on the system. I'm right, and the players are wrong. Though, I tell them to look it up when it's not their turn, and we'll take a quick 1-2 minute break to go over the rule during the session once they have it.
And I think that's why it says in almost every roleplaying game that the DM (or its equivalent) is the rules referee, because most likely they know the rules the best. This isn't always the case however, how would you feel about your system if all your players knew as much as you did?

I do have a player who knows the rules about as much as I do. He is also the other GM. We normally take 1 minute or so to look it up if we disagree.

Depending on the situation we may or may not agree with the point that favors the players. Luckily it has never occurred when a player might die.


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cranewings wrote:
Jezai wrote:


Woah there, when did wizards using 5' steps be indicative of a DM who is trying to game the system? If he uses a barbarian with a two-hander and power attack is he gaming the system then? Personally I try and follow the rules because following the rules will give players the most-fair experience. Not to say I don't allow things that are not in the rules, but allowing other stuff often affects game balance greatly.

For example, the javelin example. If the DM did say "rules be damned!" and took away the hard limit on ranged weapons then the archer would suddenly be able to snipe dragons from miles away. THAT would break the game. Heck, just look at the AM BARBARIAN discussion. Much of what that battle consists of is who sees who first and being able to attack once you see them.

Forget the 5' step then. Lets say a player is playing a paladin who is standing 10' in front of a princess he is trying to defend. On the monsters turn, he takes a XX' movement, walks in a big circle around the paladin and attacks the princess in the back. The paladin can't move to get in the way because it isn't his turn. Very stupid, but legal by RAW.

Well it the Paladin where trying to protect the princess he would have set up a readied action to intercept the monster if it got within X feet of the princess. Very smart, and legal by RAW.


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cranewings wrote:
You know, I think it is the rules adherent GMs that are trying to beat the players more often, at least in my experience.

That's one of the most ridiculous things I've heard. DMs that play by the rules, otherwise known as 'the ones playing the actual unmodified game' are the ones that screw the players? And the ones that make things up on the fly are always looking out for the players?

Completely wrong. A DM out to screw the players has nothing to do with how closely they follow the rules. They can screw them within or without, and nothing indicates one or the other.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

IMO, the GM in the example is a prick. He was unwilling to allow the players to benefit from a tactical advantage (long range spell vs. thrown weapon) and disallowed a check for a simple rule (it's not as if weapon ranges are as complicated as counterspelling).

A GM is allowed to break/change the rules, but IMO should only do so on rare occasions for story reasons or before the start of the campaign as part of creating the setting. In addition, this should happen in the background as much as possible. Otherwise, the GM will make the players feel helpless, because their choices and the actions of their characters seem meaningless in comparison to the whims of the GM.

Been there, done that. That was one thing I don't miss from the 1st/2nd Ed AD&D days: GMs changing the rules in the middle of combat to make things "more challenging" when the players got the upper hand on the monsters. Good GMs allow the players the successes that would result from their actions; poor GMs disallow player successes that would occur because of arrogance ("I didn't think of that! Well, I make it fail anyway by GM-fiat; I can't let the players 'beat' me that easily.") or a misplaced sense of drama ("If I let them get away with this, then the climactic fight with the BBEG will be a cakewalk... Well, I'll just make it fail; I can't let the players ruin the 'fun' of an exciting showdown.").


I'm pro GM here, I would have said "yes, it flew 700 feet, you don't know everything", then after the fight look up the rules and judge that my giant have a "far throw" feat, and the javelin had such an enchantment that stacked. I assume that noone did an awesome knowledge check, or I would have to have said that before, and I wouldn't use it. Same for detect magic on the javelin.
If I want my giant to take revenge for that fireball, he will. I will find a way that doesn't break RAW (monster statistics are not known to players unless by knowledge checks and thus can deviate from bestiary) and doesn't break continuity in the story.

This being said, I would listen to what my players have to say when I'm not sure and I don't mind the rules going either way.


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From the title I thought this thread was going to be about a campaign that ended by GM fiat and everyone thought it was awesome.

Instead it's yet another debate about how rules should be dealt with.

All this boils down to is "here's how I play and my players love/hate/don't care about it."

I always try to deal with things from first principles. It's hard because first principles aren't always obvious, and many people don't understand the concept of first principles.

The first principle here is that "we are all sitting at this table to enjoy a good game."

"We will follow the rules exactly" is not a first principle.
"The GM is always right" is not a first principle.

In order for my games to run as smoothly as possible, with as few rules debates as possible, I typically ask if one of the players wants to be the rules lawyer for the game. I tell them that this is an important role because as the GM I have a ton of things to keep track of and simply looking up a rule can cause me to lose track of a situation causing multiple delays as I first have to decide a ruling, then have to remember where we were, then have to reorganize my approach to the situation.

I do that because the first principle is "have fun" and long game delays and confusion over what is happening reduce fun.

For the same reason if my internal GM fun alarm goes off because the rules lawyer is not able to find the ruling quickly enough, then I will mandate a GM fiat solution for the situation, again because the first principle is "have fun" not "hang around and check email while the rules lawyer and GM search frantically through a bunch of books".

So, what happens when the rules lawyer is the one debating the rules? Honestly that almost never happens. The rules lawyers generally know the rules that apply to their characters best and it is rare that they haven't examined all the rules implications in detail before the game begins.

This has been working for me for almost 30 years. It is a rare, rare thing for one of my games to be sidetracked for rules debates, rules arguments or long downtime trying to work out things.

When there is a GM fiat ruling, the rules lawyer and I will usually check in over email and hash out a ruling for future situations.


@AD - Although your solution is different from the OP's, it is similar in that you are recruiting the player most likely to get into rules arguments with you to play a GM-assistant role, and trusting his rules obsession to aid in your job. I also approve of this, and think it is a nice creative solution for nipping the rules debate game delays in the bud. I am happy to see GM's who come up with ways to use the rules to create player trust instead of turning a gaming session into a rock-paper-scissors competition of rules-sparring.

Grand Lodge

I'd certainly call shenanigans on a 700ft. javelin throw.


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Richard Leonhart wrote:

I'm pro GM here, I would have said "yes, it flew 700 feet, you don't know everything", then after the fight look up the rules and judge that my giant have a "far throw" feat, and the javelin had such an enchantment that stacked. I assume that noone did an awesome knowledge check, or I would have to have said that before, and I wouldn't use it. Same for detect magic on the javelin.

If I want my giant to take revenge for that fireball, he will. I will find a way that doesn't break RAW (monster statistics are not known to players unless by knowledge checks and thus can deviate from bestiary) and doesn't break continuity in the story.

This being said, I would listen to what my players have to say when I'm not sure and I don't mind the rules going either way.

Any player with decent system mastery would just know you were making stuff up. People are not stupid. Being pro GM has nothing to do with it. If you(general statement) messed up then just admit you messed up. Trying to sell me on the javelin having some mystical enchantment won't work nor will you telling me the monster was really strong because strength has no impact on the distance limit of a ranged weapon. Some things just can't be done by RAW.


@Ishmell
Right, of course it is an odd situation in general. Princess could be in another room away from the danger or the paladin could ready an action like you said, etc.

@Dragonchess
I'd like to point out that the example I gave was completely fictional. But I couldn't agree with you more. If actions are to have meaning they can't be negated on a DMs whim.

@Richard
So you'll cheat, and then magically say that the giant or whatever did have whatever feats so you were perfectly reasonable? Do wizards you create work the same way where you can change out spell slots as you please? Don't you think your players will feel as though their abilities and actions don't matter if you do that? That they will feel cheated?

@AD
I think what you do (and sort of what Wraith does) is the second most common way to deal with rules. And it is certainly the one I prefer. It's great that it has worked for you for several decades, I'll probably suggest that my gaming group do something like this (Or my idea when I'm not DMing.)

--------------------------------------------
I would like to point out that the situation I gave was entirely fictional. And I understand that this particular rule is easy to look up. But I also wanted to look into what would happen if the rule isn't easy to look up. Also thank you all for your input on this matter.


TriOmegaZero wrote:
I'd certainly call shenanigans on a 700ft. javelin throw.

Inorite?

My 2cp: I try as hard as possible to play by RAW, and the only times I've not is when the question was of the level of "I'll get on my laptop and see if there's a FAQ/errata about it", and I usually err in the players' favor.

I give my players lots of time, lots of treasure, and lots of leeway as far as what resources/feats/etc. they have. Heck, right now I have one player who is a Swordsage, one player who started at Old Age to get mental attribute bonuses, and a third who contracted lycanthropy without any XP penalty. I also give them action points which can essentially be a get out of death free system. I expect a level of system mastery, and am usually willing to HELP my players attain the build they're after.

That all being said, I play BRUTALLY, using every tool at my disposal for NPCs to win the fight...fairly. If I'm going to set up an ambush I let the PCs make Perception checks, that kind of thing. Multiple monsters use teamwork and tactics, play to win, play their intelligence, and press the advantage when able.

What I've found is that, when both sides are equal in skill (in this case, rules mastery and level of strategic thinking) and evenly matched in CR, the fights are usually interesting and not too short. Also the players still usually win. The problem comes when the DM fiats in order to win, or when the players are all new to the game, or if the DM is inexperienced.

Grand Lodge

This is why I play 3.5. I know most of the pertinent rules, so I don't often get them wrong. If it takes more than a minute or two, I just say how we'll run it and we can look it up after the game for next time. By the end of the game, we've usually forgotten about it completely. So we had fun, and didn't waste game time with something that ultimately doesn't matter.


Sometimes it really does matter, like it's going to be a TPK or something "DM: No, I'm certain that Circle of Death has no saving throw." In which case, like I said, I tend to err in favor of the players.

My problem is that I know the rules so much better than my players sometimes that I catch their little mistakes they didn't even know were wrong. Like, how in the crap do you have an AC of 34 at level 8? You're a cleric FFS. Oh you added you Dexterity SCORE. Problem solved. It stops a lot of shenanigans before it can start, but it also means I'm paranoid that my players are doing stuff correctly and periodically stop the game to redo their math for them.


@Jezai, would you feel cheated if I modified the monster beforehand, would have written it down and once the wizard says "no way he can throw that far" have shown him the piece of paper to prove that I didn't invent it on the spot?
With the wizard and his spells ... well .. *smirk* if you were my player I wouldn't answer that question. I love my big fat GM screen and my pokerface.
For the rest I don't think it's cheating if you do something ad hoc in a manner that nobody can prove it was ad hoc. It's like Schroedingers Cat, the only time it matters is the first time you look in, and if the players think they don't need knowledge checks because their characters know RAW, and they don't need detect magic because they know the equipment of a giant by heart, well then they are in for a surprise.

Till now I only had a player complain once about something like this, that was when I told him that his turn undead "didn't work" and he knew that something that did this didn't exist. After the session I told him it was because it was in a special pocket universe where positive/negative energy functoned differently (intelligent undead). He understood and I also admitted that it was an on the spot solution to not blow a whole storyline.

Also, once I invent something like that, and a player would want to take/craft it, I would of course let him (as a feat it would have some Str requirement however).

Edit: @Wraithstrike, I wouldn't change how Str and distance work, but inventing a new feat and give my players the opportunity to take that feat as a reward seems fair to me. Of course they know it's not RAW, but that's the same for a lot of other stuff I do. I understand if I'm not the kind of GM you would like, and that's okay, after a longer campaign, after the last session with a group I asked them if they felt I was making stuff up on the spot, and they said "no, well sometimes, but not often". As long as my players are happy with what I make up, I'm happy as a GM.

Liberty's Edge

The OP's idea is very good, but you need the GM to really trust his players. Easier said than done, I am afraid.

I will try to do it when I will be GMing Jade Regent. Except when I am sure to be right of course ;-) Then I will get the rules out and show them to the players.

EDIT : Also a GM should be aware that players (and especially rules-lawyers) have a very good memory. If you make a ruling in your NPCs' favor once, you will need to make the same ruling in the PCs' favor forever ;-)

Liberty's Edge

Before you DM, you should have a decent understanding of the rules. Before you play under a DM, make sure he has a decent understanding of the rules.

Still, your "interpretation" of events in your post is better than:

Player: A javelin can't fly 700 feet.

DM: Prove it.

Player: Ok. Give me a minute. . .

3 hours later.

Player: Here! Ha! I found it.

DM: Ok. congrats, you don't take 1d8 + 4 points of damage. I'm calling it a night. Bye.


Richard Leonhart wrote:


For the rest I don't think it's cheating if you do something ad hoc in a manner that nobody can prove it was ad hoc.

Oh I got ya. It's not cheating if you don't get caught.

*eyeroll*


My view on cheating and truth:
it's not cheating if it's 100% impossible to find out the truth.
If I tell you I'm a girl, you might see me in Reallife, so it's a lie, even if it's unlikely that you will find out.
If I tell you I'm thinking about unicorns right now, it's not a lie, because for you to know that it isn't the truth, I would have to tell you.
You can roll your eyes and think it's a fu**ed up logic, and I can't blame you, it is.


@Richard

I'm agreeing with meat. Cheating is cheating even if don't get caught. And I'm sure it makes your players feel really bad too. Have you tried asking them how they feel?

@Shadowcat
I understand that. That's why I've not suggested to look up every rule. I'm suggesting that if there is a rules argument, that it goes to the players.


Richard Leonhart wrote:

** spoiler omitted **

So if you are good at pretending to love someone, it is ok to lie and say you do, even if you don't? Touching.


ShadowcatX wrote:

Before you DM, you should have a decent understanding of the rules. Before you play under a DM, make sure he has a decent understanding of the rules.

Still, your "interpretation" of events in your post is better than:

Player: A javelin can't fly 700 feet.

DM: Prove it.

Player: Ok. Give me a minute. . .

3 hours later.

Player: Here! Ha! I found it.

DM: Ok. congrats, you don't take 1d8 + 4 points of damage. I'm calling it a night. Bye.

I just ran an experiment on that. Took me 45 seconds to find it (would probably have been about 5 seconds but I checked Combat first). Looking up a rule is usually not the monumental task you're making it out to be.

Grand Lodge

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Lies that cannot be proven are still lies.


Richard Leonhart wrote:

@Jezai, would you feel cheated if I modified the monster beforehand, would have written it down and once the wizard says "no way he can throw that far" have shown him the piece of paper to prove that I didn't invent it on the spot?

With the wizard and his spells ... well .. *smirk* if you were my player I wouldn't answer that question. I love my big fat GM screen and my pokerface.
For the rest I don't think it's cheating if you do something ad hoc in a manner that nobody can prove it was ad hoc. It's like Schroedingers Cat, the only time it matters is the first time you look in, and if the players think they don't need knowledge checks because their characters know RAW, and they don't need detect magic because they know the equipment of a giant by heart, well then they are in for a surprise.

Till now I only had a player complain once about something like this, that was when I told him that his turn undead "didn't work" and he knew that something that did this didn't exist. After the session I told him it was because it was in a special pocket universe where positive/negative energy functoned differently (intelligent undead). He understood and I also admitted that it was an on the spot solution to not blow a whole storyline.

Also, once I invent something like that, and a player would want to take/craft it, I would of course let him (as a feat it would have some Str requirement however).

Edit: @Wraithstrike, I wouldn't change how Str and distance work, but inventing a new feat and give my players the opportunity to take that feat as a reward seems fair to me. Of course they know it's not RAW, but that's the same for a lot of other stuff I do. I understand if I'm not the kind of GM you would like, and that's okay, after a longer campaign, after the last session with a group I asked them if they felt I was making stuff up on the spot, and they said "no, well sometimes, but not often". As long as my players are happy with what I make up, I'm happy as a GM.

If the players are fine with a GM just making things up, that is fine. I thought you were advocating that trying to trick the players after the GM made a mistake is ok.


ShadowcatX wrote:

Before you DM, you should have a decent understanding of the rules. Before you play under a DM, make sure he has a decent understanding of the rules.

Still, your "interpretation" of events in your post is better than:

Player: A javelin can't fly 700 feet.

DM: Prove it.

Player: Ok. Give me a minute. . .

3 hours later.

Player: Here! Ha! I found it.

DM: Ok. congrats, you don't take 1d8 + 4 points of damage. I'm calling it a night. Bye.

If it takes 3 hours to find the equipment section, and the feat or special ability that can handle that then the player should not be questioning anyone, and the GM that allows him 3 hours should give up his spot as a GM.


@Jezai, as I said, I asked them (after I quit as GM) and they didn't notice for the most part and didn't mind at all. They liked my sandbox GMing style, loved the campaign and I wouldn't want to GM any other way. The happyness of my players is the most important for me as a GM, and I would have changed something (probably quit before I had to) if they minded.
Anyhow, to everyone his style, and I can understand players that dislike non-RAW and GM-screens because they can't get the feeling that their actions matter.

On the other hand I had a GM once that applied the rules as they should, paused to look them up, always threw the dice in front of us, mostly telling us the ennemy stats, and giving us Elminster, Kelemvor and a few other soon to be 3.5 gods at our side, rendering our fights mostly useless (my sorcerer that couldn't cast a single spell due to global thaumaturgic events jumped on Banes back to keep his eyes shut as Elminster casted a stairway to haven).
Yeah, I know, RAW doesn't imply deus ex machina, as long as everyone is happy, the game works.


Moglun wrote:


I just ran an experiment on that. Took me 45 seconds to find it (would probably have been about 5 seconds but I checked Combat first). Looking up a rule is usually not the monumental task you're making it out to be.

It usually isn't. This is talking about those situations where it is.

Liberty's Edge

Ok, does everyone realize that any moderately competent DM is going to know you can't actually throw a javelin 700 feet and that was an example? Real life "Hold on, let me look this rule up" situations are invariably more difficult to find.

Liberty's Edge

If you have a good GM, the players trust them enough to go with it because they know they aren't going to get screwed.

If you don't they don't.

Players can't run the table, as the players don't know what is going on behind the curtain. If you have a good GM that you trust, you don't ask why weird things are happening. You go with it, because it is a magical world of illusion and mystery where odd things happen.

For all you know, the Giant throwing the rock is an illusion, and if you want to be that anal, how are you seeing the giant 700 feet away with the perception rules...


ciretose wrote:

If you have a good GM, the players trust them enough to go with it because they know they aren't going to get screwed.

If you don't they don't.

Players can't run the table, as the players don't know what is going on behind the curtain. If you have a good GM that you trust, you don't ask why weird things are happening. You go with it, because it is a magical world of illusion and mystery where odd things happen.

For all you know, the Giant throwing the rock is an illusion, and if you want to be that anal, how are you seeing the giant 700 feet away with the perception rules...

But you can have a good DM who makes bad calls on rules, or does something that isn't in the rules and makes the players feel cheated. If for any reason my players suddenly felt cheated then I would want them to speak up. If they didn't speak up then people at the table wouldn't be having fun, and I wouldn't be able to do anything about it because I didn't know.

Also this was a fictional example just to show how a lot of groups deal with problems. Don't get too hung up on this particular example.

Liberty's Edge

Jezai wrote:

But you can have a good DM who makes bad calls on rules, or does something that isn't in the rules and makes the players feel cheated. If for any reason my players suddenly felt cheated then I would want them to speak up. If they didn't speak up then people at the table wouldn't be having fun, and I wouldn't be able to do anything about it because I didn't know.

Also this was a fictional example just to show how a lot of groups deal with problems. Don't get too hung up on this particular example.

If he consistently makes bad rules calls, he's not a good DM. Its that simple. He may be an imaginative DM. He may be a wonderful story teller. But a good DM can manage the game and that means knowing the rules.

If a particular DM doesn't know the rules, but still wishes to run, I would suggest having a pc who handles the rules calls and who can be as unbiased as possible. Its not an optimal situation and it definitely isn't the normal situation.


ShadowcatX wrote:


If he consistently makes bad rules calls, he's not a good DM. Its that simple. He may be an imaginative DM. He may be a wonderful story teller. But a good DM can manage the game and that means knowing the rules.

If a particular DM doesn't know the rules, but still wishes to run, I would suggest having a pc who handles the rules calls and who can be as unbiased as possible. Its not an optimal situation and it definitely isn't the normal situation.

And many people do that. But why is it unoptimal?

Grand Lodge

Personality conflicts between the DM and the rules player.


Can't that be a good thing though? Sort of as a checks and balances?

Liberty's Edge

It can easily lead to problems in the ranks among the players. If the gm makes a call that kills a pc and it turns out it was a bad call, all the players can be pissed at the GM. If a player makes a bad call and it kills a different player's character, then it starts creating bad blood. Ditto with a call that helps the rules lawyer pc and hurts another pc.

It also puts the player in an awkward situation where he may know the rules and those rules (or the current interpretation) may cripple another pc. Does he bring them up to the DM or does he not say anything? (Think animal companion with big hammer or monk flurry of blows.)

Or how about the reverse. A player wants to do something cool but that is against the rules, but isn't unbalanced. A good DM may consider the fact that it isn't unbalanced and let is slide where as a gm with far less understanding of the game won't have the know how to make that call. (And the player / rules lawyer won't know the GM's campaign well enough to know if it is or is not over powered.)

Also, sometimes the DM needs to do things that his pcs don't need to know the mechanics of. DM Fiat is part of the game (despite how some people may hate it) and it is a powerful tool in the DM's arsenal, especially when the pcs don't know he's using it. (And he'll never get to use it behind the curtain if he has to ask a pc for a ruling on every little thing.)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jezai wrote:

Many people feel that the DM should have absolute power when it comes to the rules. That in order to prevent arguments from getting in the way of playing the DM should have the final say on everything.

This idea has created a policy that many groups follow concerning arguments about rules. Let me illustrate with an example of play.

DM: OK, the hill giant turns towards the wizard who just casted fireball on him and throws one of his javelins.

Player: But I'm 700 feet away, he can't throw it at me. That's too far.

DM: I disagree. But I don't want to waste the session looking up rules. We'll say it works this way for now and look it up afterwards.

After the session.
DM: Well look at that! Javelins CANT fly 700 feet. I guess I was wrong. Well at least now we know for next time.

This is almost always how it goes down when I'm acting as a player. Drives me insane as I often know the GM is doing something wrong, but I don't always know precisely what. What's more, when I do know precisely the problem, and speak up about it, I become the bad guy for disrupting the game (not just in the eyes of the GM, but the other players as well). This is particularly frustrating as I'm often the one getting screwed, and told to "sit down and shut up" what's more.

For example, our GM recently through rot grubs at the party. Despite reading the rot grub rules 4 or 5 times before and during the encounter, he made the following mistakes:

1) His claimed that we could make Perception checks to spot the rot grubs. If we succeeded, we got a Reflex save negate them for the time being. If we failed, we didn't get a save at all, as they devoured our flesh. It was also made clear that we could not spot the hazard until we had stumbled into it.

The reality: If you make your Perception check (which some party members would have made on a "1"), you can avoid the hazard entirely by simply keeping your distance. If you don't spot them, you risk having them leap onto you (Reflex negates). If spotted, they are a COMPLETE non-issue unless an enemy forces you into their area or you are determined to get through them (such as in a narrow hallway).

2) Our barbarian got hit the hardest, taking over 16 points of Constitution damage. Considering he had mummy rot as well, we had little hope of curing the damage.

The reality: The barbarian should have been completely immune as the rot grubs are wholly unable to effect anything with any amount of DR (our barbarian had DR 1/-).

3) Our GM allowed us to surgically remove all the rot grubs with a DC 20 heal check and a slashing weapon. Doing so caused Xd6 damage, where X is the number of rounds the grubs have already been burrowing into your body.

The reality: As the above, but success only removes a single grub, not all of them. This means that certain party members should have taken far more damage.

Despite the fact that our characters were getting absolutely creamed by the rot grubs, I did not speak up about my feeling that "something was most certainly off about the encounter" during the game.

Afterwards, however, I approached the GM and informed him of his error. All he had to say was "Then they were meaner, scarier rot grubs."

I told him that upgrading monsters was perfectly fine, provided we received an amount of XP appropriate for their new CR. I'm not sure that we ever got it.


That really sucks Raving. especially because the mistakes your dm made are so clearly pointed out in the rules. I feel like this happens to a lot of people too.

Grand Lodge

I've always been the one to advocate the position that the GM is and should be the final say on what goes down on a table.

That should never be construed however as license to act like a jerk.

However extreme examples such as the one in the OP's post are not a good way to make a general statement.

Liberty's Edge

So. . . RD, your DM made the encounter harder, then when it was nearly too hard he made the encounter easier (as you indicate by allowing the easier, less damaging surgery), then gave you normal experience? Sounds right to me.

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