Lament of the Rules Lawyer


Advice

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Scarab Sages

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I love Pathfinder. I’ve spent hours and hours poring over the rulebooks and know most of the rules inside out. I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

I don’t understand why people ‘make up’ s&#~ on the fly instead of using a clearly stated rule. Why would someone pay money for an expensive rule book if they aren’t going to use half of it? I have never used my powers for evil, but my extensive knowledge is so feared that none of my friends will GM Pathfinder for me.

So what is my grand reward for my love of the game? Never getting to play it.

#firstworldproblems :(


Unclear Rules open to subjective interpretation.

Silver Crusade

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Macona wrote:
I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

Have you considered not sharing the rule unless asked? Sometimes people like to work their own way out. Sometimes they don't want to take the time to figure out the rule because the on the fly method is faster and every one is still having fun.

As a rules lawyer myself I have learned to keep my mouth shut unless the DM is being consistently unfair in his rulings.


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Having some small experience with playing with Rules Lawyers in the game I have an opinion on why people don't like them.

I have noticed that when expounding on a ruling by the GM most Rules Lawyers have a very confrontational attitude toward any misuse of the rules. If I may make a suggestion, try presenting your information in a non-confrontational way. Say someting on the line of, "I believe the rules say that ....... However, you are the GM and we will play it however you want." Saying something like, "You're wrong. The rules say this..." is not going to get you a hearing with most GM's.

Granted some GM's absolutely refuse to allow any known Rules Lawyers into their game. Personally my take on Rules Lawyers is this, during the game if you can show me where I made a mistake in 5 minutes or less I will consider it. If you must take longer than that see me after the game. However, don't be surprised if I stand by my decision.

Just my 2 cp. YMMV.

Scarab Sages

karkon wrote:
Macona wrote:
I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

Have you considered not sharing the rule unless asked? Sometimes people like to work their own way out. Sometimes they don't want to take the time to figure out the rule because the on the fly method is faster and every one is still having fun.

As a rules lawyer myself I have learned to keep my mouth shut unless the DM is being consistently unfair in his rulings.

I've tried to keep my mouth shut, but my rules lawyer sense is too strong. I squirm around like a dog eating toffee until I can't keep the 'wrongness' bottled in anymore. :(


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*Pored over* not "poured over." Sorry, if you're going to self-identify as a "rules laywer" I can't help but give you some grammar rules...

If none of your friends will GM for you, it's not because you know the rules better.

Shadow Lodge

I've got a good friend who tends to play rules lawyer in one of my games. He's a great guy, and very intelligent, but it frustrates me for a few reason.

On a more childish level, I'm extremely intelligent, and know the game extremely well. There are times he presents his rulings in such a way that feels insulting.

In addition, a lot of the time I'm micromanaging a dozen different things and trying to get it all to run smoothly that I often can't pull up the pages he's referencing, so I can't even check to make sure he isn't fudging things in his favor.

Finally, because there are times being a GM gets boring. I grew up in a homebrew environment, so we were used to changing small rules here or there to help develop story, or to make sure the GM doesn't end up hating the campaign. When I have a rules lawyer call me out on something, I can't do that nearly as easily. Besides, you have to be careful. If a GM has made a call, and you tell him he's wrong, you undermine him. Tell him after the meets? Let him know that, if he wants to run it such and such a way, that's cool, but the rules are actually written THIS way.

Scarab Sages

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Adamantine Dragon wrote:
*Pored over* not "poured over." Sorry, if you're going to self-identify as a "rules laywer" I can't help but give you some grammar rules...

Yes, you have corrected me because I am wrong. I accept that am in error and have changed it. This is the reaction that I expect people to have when I correct their rules errors. I only do it for the benefit of the game, not to be a knob.

Adamantine Dragon wrote:
If none of your friends will GM for you, it's not because you know the rules better.

It is. They will run anything else for me, just not Pathfinder. ( I don't rule Lawyer other systems because I see them as 'inferior'.)


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Macona wrote:


Adamantine Dragon wrote:


If none of your friends will GM for you, it's not because you know the rules better.
It is. They will run anything else for me, just not Pathfinder.

As long as you reach this conclusion, you're probably going to continue to be unable to play PF.

No skin off my nose at all.


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...Time to start GM'ing? Thats kind of when Rule Lawyers shine anyway.


Of all the RPGs I've played and run, PF does the worst job of simulating an environment, motivating players to take actions in character, or presenting a coherent narrative, sandbox or railroad, at higher levels because of all the spell and power wonkiness.

Myabe you should change your opinion of what makes a superior system, get off PF's nuts, and just play.


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Lol I know how you feel dude. People have stated that I read the 3.5 books (and now PF) as if they were the bible.

All I can say is yes it hurts to sit and watch how wrong they use every rule. It sucks worse not to get to play or sit and fight about it. You might be right. That doesn't change the fact its not worth fighting about.

Pick your battles man.

Scarab Sages

Adamantine Dragon wrote:
Macona wrote:


Adamantine Dragon wrote:


If none of your friends will GM for you, it's not because you know the rules better.
It is. They will run anything else for me, just not Pathfinder.

As long as you reach this conclusion, you're probably going to continue to be unable to play PF.

No skin off my nose at all.

Your spurious and vague response does not tally with tally with the point I was trying to make but thank you for your time. I hope other people on the forum are able to benefit from your unique wisdom.


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Macona wrote:
Your spurious and vague response does not tally with tally with the point I was trying to make but thank you for your time. I hope other people on the forum are able to benefit from your unique wisdom.

LOL, I hope so too since you don't appear to be benefiting from it.


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Hey let me step in here.

Ahem,

I don’t understand the conflict as you’ve described it. There is no reason to not run a game for a friend who is very intelligent and has a firm grasp of the rules.

Perhaps you are not telling us the whole story.

If you act as a “Rules Lawyer” then you must understand that the Dungeon Master is allowed to apply the rules in whatever way he or she believes will make the best game for the players, yes?

So my belief is that it is not in the “amazing ability to understanding the rules better than anyone else” that is causing you this pain, but is instead your inability to let other people be right (even if they are not).

I’ve been a Dungeon Master for 37 years. I love the Pathfinder approach to Dungeons & Dragons, it is an elegant, if at times cumbersome system (to an old man like me, who learned to play with a mere 50 or so pages of rules including lists of monsters and treasures). I might be inclined to change something about the rules, even when it is a defined and understood simplicity, because I “like to play the game differently”.

If playing is what makes you happy, then play, and remember to always, “Play like you don’t need to win.”

Silver Crusade

One of the biggest things to be careful of when being a Rules Lawyer is pushing. If the GM makes a call, and you KNOW it to be in error, mention that there is a rule that works differently. If the GM says he/she's running with his/her original decision, drop the issue! Only if he/she asks for you to elaborate do you even attempt to explain the rule. If you can't keep playing without feeling uneasy about the call, then you should likely either start running games or leave the system for awhile.


The best way to counter a rules lawyer is to point out that as the GM, you can be in error of the rules, but you don't have to correct the error the way the rules lawyer is asking you to.

In my games, if a rules lawyer is aggravating me, I just add levels to the offending NPC until his action becomes legal. I put one to many feats on a dragon? Give it a level of fighter and boost its saves, skills, HP, to hit, and so on so that the feat is legal.

Rules lawyers generally aren't motivated to correct you if they don't get to pick the way in which you fix the situation.


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Speaking as a GM with 30+ years under my belt, GMing over a dozen different systems, I find rules lawyers at the table to be both a blessing and a curse. It's a blessing to have players who know the rules better than you do. I can say, "Hey, Stu, what's the penalty for attacking when prone again?" and get an answer faster than flipping pages or querying the PRD (if I'm GMing from my laptop).

They're a curse when they get argumentative and break the flow of the game. Or when they're just plain wrong. Or when they're being a jerk about it. (Or, in far too many times than I can recall, all three at once!)

In my current game, I have two players who do know the PFRPG rules better than I do. I mostly trust both of them when they point out that I'm doing something wrong, and I usually adjust what I'm doing accordingly (e.g. "Hey-- the monster has a 20% miss chance because I'm standing in dim light!") But if I don't agree with their interpretation, or it's not a quick fix, I don't like to interrupt the flow of the game to verify that their interpretation is the correct one.

(There have been more than one occasion where they quoted a 3.5 or third-party rule, or we just mis-remembering something. They may be rules lawyers, but neither has eidetic memory!)

Surprisingly, just about every time one of them was wrong, it was in his own PC's favor. (Yes, I did say "his." It's been my observation that 19 out of 20 rules lawyers are male.)

The standing rule at my table is both simple and elegant: The GM makes a table ruling for that particular encounter so as not to interrupt the flow of the game, and will look up the real rules before the next session.


I don't disagree with any of the feedback the OP has received. That said, you need to consider the person running the game.

Some GMs use the rules as a template and choose to 'make rulings' on the fly as a way to keep the game at a good pace for maximum enjoyment.

Some GMs use the rules as an ironclad set of laws (much like the laws of physics) which dictate how the game world operates.

Understand how your gaming associates treat THEIR game. I see the 'rules lawyer' as a resource (of course, I'm usually my own resource) that I can leverage without stopping the game and thumbing through numbers rule books. Determine if your gaming associates fit the first description above, or the second - and tailor your 'feedback' accordingly. The goal isn't to demonstrate the one with the most knowledge of the rules.


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Are you serious? What you need to understand is that people don't like to be told they are wrong, specially a GM who's interpretation of a rule helped him create the interesting scene he has opened up for you.
If it's a player messing up the rules then that is the GM's call to do something about it not yours and by saying "well the rules say this" your undermining the authority of the GM.

The biggest issue I have with rules lawyers is the fact that with all your expansive knowledge of the rules you forget the most important one, and no this isn't something someone just made up, it is in the rule book.

ALL RULES ARE SIMPLY GUIDELINES FOR THE GM TO FOLLOW AND ARE SUBJECT TO THE GM'S INTERPRETATION.

What this means is that what the GM says ARE the rules and if a GM doesn't correct a player on his interpretation on a rule then his interpretation is the rule. If you have any objections about a call, save them for after a game or for during a break in the game, because interrupting the game just to tell someone they are wrong is an a$~~&&$ thing to do no matter how you word it.

The best and only solution for your problem is to simply understand that what the GM says IS the rule and stop interrupting the game


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As a GM I usually give any rules lawyer at my table a job as rules lookup and QA dude.

But I make it clear in my games that if I say a monster or NPC can do something, they can do it and I have absolutely no need to justify it by rules. It's my world. Period.

I've played with a lot of rules laywers over the years and some I readily acknowledge know the rules better than I do.

I've never had a problem with someone knowing the rules better. What I do have a problem with is someone not understanding social niceties and common sense.


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Macona wrote:

I love Pathfinder. I’ve spent hours and hours poring over the rulebooks and know most of the rules inside out. I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

Since I'm a bit of a rules lawyer myself, I think I know what the problem is.

The thing is, if you stop the game to state that either a GM or a player is doing something wrong then you're breaking up the flow of the game. Plus, people simply don't always like being told that they are wrong in mid game. It is generally better to just mention the issues to the GM after the game is over. If the GM actually cares, he will catch on and improve over time.

There are only a few cases where it is generally alright to interrupt a game by 'clarifying' a rule:
1. When people are obviously unsure of what the rule is supposed to be and are asking what the correct rule is.
2. When a major and game breaking event will happen because a rule is being broken.
3. When it will save another player's character.

Even in the above cases you have to be very careful because people can still be annoyed if it happens too often. You also need to try and keep the event from happening in the first place because GMs hate undoing events that have already happened.

For most rules problems, just hold it in and mention the issue to the GM after the game is over. Try to be non-confrontational about it. Be careful about this because some people will be annoyed even by this. If you're playing with a group that doesn't even want to discuss the correct rules AFTER a session, then you might want to find a new group because they'll just drive you crazy.

You may also want to make sure that you know all of the GM's house rules before each game so you don't end up arguing about those.


My counter to rules lawyers that consistently try to correct me if I'm DMing? Rule Zero. You know, that rule that says the DM is free to make up or interpret the rules as he/she/it sees fit. If they can't deal with that, then they can leave. I also reserve the right to alter rulings if I believe that the particular situation warrants a different ruling from what I gave a similar situation. If you don't like a ruling, make minor mention of it to me during the game("I think that works differently" or something) and then after the game you can carry out a full discussion with me and point me to any reading you want. Otherwise, I don't want you to quote what you perceive as regulations to me during the game. In the words of the cop at the very start of The Matrix, "You give me that juris-my-diction crap, and you can cram it up your ass." Because my game is my jurisdiction, not yours.

I have a feeling that you're trying to be one of those rules lawyers who thinks that if it's in the book, then it's gospel. When the reality is that what the DM says during the game is what you should be thinking of as gospel.

/rant

Non-rant version - I agree with the gist of Haladir's comment, and his experience echoes mine.


Macona wrote:

I love Pathfinder. I’ve spent hours and hours poring over the rulebooks and know most of the rules inside out. I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

I don’t understand why people ‘make up’ s%++ on the fly instead of using a clearly stated rule. Why would someone pay money for an expensive rule book if they aren’t going to use half of it? I have never used my powers for evil, but my extensive knowledge is so feared that none of my friends will GM Pathfinder for me.

So what is my grand reward for my love of the game? Never getting to play it.

#firstworldproblems :(

Not quite what I was expecting when I opened this thread. A "rules lawyer" in my understanding has always been someone that bends the rules to their advantage. The dead characters can still act, because while the rules have "dead" as a condition, they don't place limits on it, or you can talk while holding your breath, because talking is free action, and free actions are allowed while holding your breath. That is a "rules lawyer," a person that does his best to ignore reality, because the rules don't define it.


Adamantine Dragon wrote:
I've never had a problem with someone knowing the rules better. What I do have a problem with is someone not understanding social niceties and common sense.

This.

To sum up my previous comment: I don't mind rules lawyers at my table at all, as long as they're not being a jerk about it.


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Vod Canockers wrote:
Not quite what I was expecting when I opened this thread. A "rules lawyer" in my understanding has always been someone that bends the rules to their advantage. The dead characters can still act, because while the rules have "dead" as a condition, they don't place limits on it, or you can talk while holding your breath, because talking is free action, and free actions are allowed while holding your breath. That is a "rules lawyer," a person that does his best to ignore reality, because the rules don't define it.

There is also a rules lawyer that always needs the game to follow the rules in the book. If the rules in the book aren't followed then the lawyer becomes confused because he is no longer certain that taking a certain action will lead to a certain result. In effect, the laws of physics that drive the game world become unstable, and this leads the lawyer to become frustrated and unsure of how to interact with the game world.

In order to get the game world to make sense again, the lawyer will feel that he has to fix things by stating what the rules say *should* have happened.

At least, that is how it works with me. Luckily, I've brought my rule correcting compulsions mostly under control ;)


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Unruly wrote:

My counter to rules lawyers that consistently try to correct me if I'm DMing? Rule Zero. You know, that rule that says the DM is free to make up or interpret the rules as he/she/it sees fit. If they can't deal with that, then they can leave. I also reserve the right to alter rulings if I believe that the particular situation warrants a different ruling from what I gave a similar situation. If you don't like a ruling, make minor mention of it to me during the game("I think that works differently" or something) and then after the game you can carry out a full discussion with me and point me to any reading you want. Otherwise, I don't want you to quote what you perceive as regulations to me during the game. In the words of the cop at the very start of The Matrix, "You give me that juris-my-diction crap, and you can cram it up your ass." Because my game is my jurisdiction, not yours.

I have a feeling that you're trying to be one of those rules lawyers who thinks that if it's in the book, then it's gospel. When the reality is that what the DM says during the game is what you should be thinking of as gospel.

/rant

Non-rant version - I agree with the gist of Haladir's comment, and his experience echoes mine.

Just as it is frustrating and annoying for a player to keep challenging the GM by quoting rules, it is just as annoying for the GM to keep invoking "Rule Zero" to justify a decision.

It is best when the table works as a group to avoid either if these coming up as much as possible.


In my experience, it essentially boils down to trust.

If the DM trusts the ruleslawyer to know the rules well enough he doesn't feel a need to check his reference, he'll tend to use to the ruleslawyer as a reference to speed up play and make sure he's being fair. (This goes both ways, the ruleslawyer needs to be respectful of the DM's houserules and incorporate them into his knowledgebase.)

If the DM does not trust the ruleslawyer, then he'll have a difficult time accepting their assistance, will want to factcheck them in the book, and it'll drag the game down.

If you don't have that degree of trust, the best advice I can give you (from one ruleslawyer to another) is to bite your tongue and talk to the DM about his ruling after the game. Discuss his ruling from the angle of "So hey, I didn't realize you were houseruling the game in regards to X." From there, he'll say something along the lines of one of the following

"Huh, really? The rules aren't already like that? I was sure that's how the rules go..."

"Sorry about that, I thought I let you guys know about that up front"

"My bad, it's an old houserule that's become second nature, I forgot to tell you about it."

"The rules are subject to DM whim. I change them as I see fit, when I see fit, so your rules knowledge won't help you in this game."

In my opinion, you would probably be best off quitting the game if the last case is true. Some players can have wonderful times with such DMs (also dependent on the DM's own skill/personality/style/character) but ruleslawyers like us tend to suffer when we can't master the system, whether the DM is a good one or a bad one.


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Adamantine Dragon wrote:


It is best when the table works as a group to avoid either if these coming up as much as possible.

The comments from the two dragons are insightful. It's important that the GM not overuse 'rule zero' to the point that the framework of the game is uncertain. If gravity works this way today, it should work this way tomorrow. It shouldn't simply change based on GM whim simply 'because'.


Adamantine Dragon wrote:

As a GM I usually give any rules lawyer at my table a job as rules lookup and QA dude.

But I make it clear in my games that if I say a monster or NPC can do something, they can do it and I have absolutely no need to justify it by rules. It's my world. Period.

I've played with a lot of rules laywers over the years and some I readily acknowledge know the rules better than I do.

I've never had a problem with someone knowing the rules better. What I do have a problem with is someone not understanding social niceties and common sense.

This is usually where I have problems with Rules Lawyers, myself included. Often times, a rules lawyer player doesn't have the full picture.

"How does that level 5 fighter have a +18 to hit bonus? That's unpossible!!!"

Well, as a DM I happen to know that the BBEG Cleric buffed the crap out of him before sending him off to fight the PCs, but I can't tell you that because then you know he has spells on him and you will know to hit him with a dispel magic, so I can't tell you anything except that yes, he hit your fighter's 28 AC 3 times in a row.

The problem is that the RLP sees something that doesn't add up, and then they want the DM to show them the math. There are plenty of times when a DM cannot do that without giving the player a ton of metagame information.

You may know the rules better than the DM does, but you do not know what is actually going on in the game better than the DM does.


Vod Canockers wrote:
Macona wrote:

I love Pathfinder. I’ve spent hours and hours poring over the rulebooks and know most of the rules inside out. I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.

I don’t understand why people ‘make up’ s%++ on the fly instead of using a clearly stated rule. Why would someone pay money for an expensive rule book if they aren’t going to use half of it? I have never used my powers for evil, but my extensive knowledge is so feared that none of my friends will GM Pathfinder for me.

So what is my grand reward for my love of the game? Never getting to play it.

#firstworldproblems :(

Not quite what I was expecting when I opened this thread. A "rules lawyer" in my understanding has always been someone that bends the rules to their advantage. The dead characters can still act, because while the rules have "dead" as a condition, they don't place limits on it, or you can talk while holding your breath, because talking is free action, and free actions are allowed while holding your breath. That is a "rules lawyer," a person that does his best to ignore reality, because the rules don't define it.

My experience/definition has always been closer to Macona's. Yours I've always called a Cheater.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
Macona wrote:
I don’t understand why people ‘make up’ s%@# on the fly instead of using a clearly stated rule.

Mostly because they don't want to take the time to look it up.


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The root of all the problems lies in temperament. Modern psychology, as proposed by the likes of Freud, Pavlov, and Maslow presume that all people are, fundamentally, coded the same and driven by the same base desires. They claim that problems lie in failing to realize what those desires are and failing to address them in a proper manner. The problem is that people are not driven by the same urges. Maslow proposed a "hierarchy of needs" placing saftey and security low on the scale, just above base phyiscal needs. "Self esteem" and "Love and Belonging" are around the middle, and self-actualization at the top. But this is the hierarchy for one "type" of temperament. Another type would place safety and security at the top. Another type will put self esteem at the top. Another type will put base physical needs at the top. This is the theory of Temperament proposed by Carl Hung (Freud's contemporary) and advanced by Isabella Myers and David Kiersey.

@Macona; from what you describe, you sound like an introverted rational. Most of those who "wing it" with the rules are Artisans while those who very procedurally and deliberately mess with the rules are typically extroverted rationals. Guardians tend not to play these kinds of games as they are a very traditional temperament and the abstractness and free-flowing nature of tabletop RPGs don't tend to jive with them. Idealists often play more for the story than anything else and would likely eschew the rules wholesale in favor of a highly abstracted storytelling session. Artisans and Rationals are the ones who largely utilize tools such as rules. Artisans treat the rules as means to create something and will not refrain from personalizing their tools or using them for non-intended uses. Rationals are more likely to design a new tool for a specific purpose but also tend to disdain rules that are conflicting or inherently nonsensical. Extroverted rationals are more likely to adjust "bad" rules to fit into the system better while introverted rationals tend to adjust their expectations from the system or design a whole new system from scratch. You can find out exactly what you are at MyPersonality but I'm pretty sure I have you pegged as either an INTP or an INTJ.


Charender wrote:

This is usually where I have problems with Rules Lawyers, myself included. Often times, a rules lawyer player doesn't have the full picture.

"How does that level 5 fighter have a +18 to hit bonus? That's unpossible!!!"

Well, as a DM I happen to know that the BBEG Cleric buffed the crap out of him before sending him off to fight the PCs, but I can't tell you that because then you know he has spells on him and you will know to hit him with a dispel magic, so I can't tell you anything except that yes, he hit your fighter's 28 AC 3 times in a row.

The problem is that the RLP sees something that doesn't add up, and then they want the DM to show them the math. There are plenty of times when a DM cannot do that without giving the player a ton of metagame information.

You may know the rules better than the DM does, but you do not know what is actually going on in the game better than the DM does.

Actually just to point it out, I'm not sure even with buffs you could reach +18 at 5.

Take 20 STR + 4 (Bull Strength)
Gloves of Dueling
Magic Weapon (Greater) must be an 8th level caster +2

BAB 5 + STR 7 + 1 WF + 3 WT +2 =18

So he needs Weap Focus, Weapon Training, A base 20 STR, bull Strength, and Greater Magic Weapon cast by a cleric of at least 8th level in order to get it. By the by, Gloves of dueling alone cost more than the total Wealth for a level 5 character.


Kazaan wrote:
You can find out exactly what you are at MyPersonality but I'm pretty sure I have you pegged as either an INTP or an INTJ.

Hardcore INTJ forever! Screw being close to the middle :P


Bless or Aid could grant another +1 for 1 min/level. Won't stack with each other (both are morale bonuses), but it's another available option; scrounging up a single extra +1 shouldn't be too difficult, and could make up for the expensive gloves.

=)

Shadow Lodge

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Ok, as a fellow rules lawyer I know your Pain. I play with very role play heavy groups which I love and I have gotten a bad reputation as a rules lawyer. I realized the rules are great but are nothing with no one to play with. So here are 4 tips I used to keep from getting my ass booted.

1. Unless it is about to screw your party never bring up a rule during game. Your party loves it if you save them but otherwise you are breaking the momentum of the scene. So write it down and ASK about it during a break. Then the GM is getting educated and you are not making everyone cry.
2. Accept that the GM is never wrong and if he changes his mind it only makes him more right. If you bring up a rule and the GM says "I am gonna run it this way" it means he has made a choice to handle it that way for a reason. Enjoy the game and don't get hung up on the details.
3. Take a break from rules and memorize lore. People hate rules lawyers but love those who can add to the environment. If you run into a cleric of Shelyn and people ask "who is Shelyn?" being able to to tell them that she is the goddess of beauty and love who wars with none and believes in the the truly beautiful self who is beautiful outside and in and that she is slowly purifying the most evil weapon to exist makes them feel like they are more a part of the environment.
4. Use you powers for Good not just for not evil. I get my rules rocks off by helping other players who don't care about the rules as much keep their numbers straight. I made a bard/duelist in my party a sheet that tracks his attack and damage when using his many abilities. He is happy, the GM is happy because he doesn't have to spend 5 min a turn counting and I am happy because I made someones life easier.

I am still working on this personally and have lapses from time to time but it has done wonders for me. The path of a rules lawyer is never easy but it can be a blessing if controlled.
I hope that helps :)


Thomas Long 175 wrote:
Charender wrote:

This is usually where I have problems with Rules Lawyers, myself included. Often times, a rules lawyer player doesn't have the full picture.

"How does that level 5 fighter have a +18 to hit bonus? That's unpossible!!!"

Well, as a DM I happen to know that the BBEG Cleric buffed the crap out of him before sending him off to fight the PCs, but I can't tell you that because then you know he has spells on him and you will know to hit him with a dispel magic, so I can't tell you anything except that yes, he hit your fighter's 28 AC 3 times in a row.

The problem is that the RLP sees something that doesn't add up, and then they want the DM to show them the math. There are plenty of times when a DM cannot do that without giving the player a ton of metagame information.

You may know the rules better than the DM does, but you do not know what is actually going on in the game better than the DM does.

Actually just to point it out, I'm not sure even with buffs you could reach +18 at 5.

Take 20 STR + 4 (Bull Strength)
Gloves of Dueling
Magic Weapon (Greater) must be an 8th level caster +2

BAB 5 + STR 7 + 1 WF + 3 WT +2 =18

So he needs Weap Focus, Weapon Training, A base 20 STR, bull Strength, and Greater Magic Weapon cast by a cleric of at least 8th level in order to get it. By the by, Gloves of dueling alone cost more than the total Wealth for a level 5 character.

Damn rules lawyers nit picking at random examples!


Would a Bard's Wailing and Moaning, stack with any of that?


Terquem wrote:
Would a Bard's Wailing and Moaning, stack with any of that?

Yep. Inspire Competence gives a Competence bonus to attacks, so it would stack with Bless or Aid. There's your other +1.


Orthos wrote:
Bless or Aid could grant another +1 for 1 min/level. Won't stack with each other, but it's another available option; scrounging up a single extra +1 shouldn't be too difficult, and could make up for the expensive gloves.

Yep just realized bless and haste. gotta go check the bonus type on bless now. Ok its a morale bonus it stacks :) Then yep its, possible though definitely on the upper end here. Using real WBL and buffing it would go

5 BAB
7 STR
1 Bless
1 Haste
2 Greater Magic Weapon
1 Weapon Focus
1 Weapon Training

+18


Orthos wrote:
Terquem wrote:
Would a Bard's Wailing and Moaning, stack with any of that?
Yep. Inspire Competence gives a Competence bonus to attacks, so it would stack with Bless or Aid. There's your other +1.

Yes but inspire competence is a bardic performance. I.E. the bard has to be in the room.


Macona wrote:
I don’t understand why people ‘make up’ s!@# on the fly instead of using a clearly stated rule. Why would someone pay money for an expensive rule book if they aren’t going to use half of it? I have never used my powers for evil, but my extensive knowledge is so feared that none of my friends will GM Pathfinder for me.

I can't really speak to whether people fear your knowledge or not, but from my perspective, it wouldn't be fear but irritation.

Why might someone buy PF but not use all the rules? Because it's a lot of work to come up with your own system. Much easier to start with a great framework (PF) and modify it according to your needs and tastes. This frequently means that some rules fall by the wayside.

Even if not that, consider that people are human and make mistakes and it is annoying as piss to get have someone constantly point out all your mistakes to you. If it's a serious mistake that has serious implications, sure, point it out. If it's something that doesn't have a big effect and maybe even makes the game more interesting/challenging? Just roll with it. That's how I feel anyway.


Thomas Long 175 wrote:
Orthos wrote:
Terquem wrote:
Would a Bard's Wailing and Moaning, stack with any of that?
Yep. Inspire Competence gives a Competence bonus to attacks, so it would stack with Bless or Aid. There's your other +1.
Yes but inspire competence is a bardic performance. I.E. the bard has to be in the room.

Also true. I was just answering the question as presented =)


You guys realize he probably just made those numbers up as a example, without ever stating out the character or anything?

Arguing about whether the numbers add up is completely beside the point. Or, in another sense, is a perfect example of the point.

And in game, not only would you not know he'd been buffed, you also wouldn't know what level he was.


Wait, wait, could you enchant something, I don't know, like a small plate or disk you know something compact and portable, and trigger it to produce the Bard's Wailing and Moaning, maybe even have it linked, magically, (probably using Blueberries as a component, and the tooth of an ancient king, hmmm) to a small device you wear in your ear so that the bard doesn’t have to be there, and no none else can hear it but you?

Yeah, that’s the ticket


Thomas Long 175 wrote:
Kazaan wrote:
You can find out exactly what you are at MyPersonality but I'm pretty sure I have you pegged as either an INTP or an INTJ.
Hardcore INTJ forever! Screw being close to the middle :P

LOL, not many of us INTJ's around, odd how many end up in RPGs and especially as GMs. :)


Personally, as a GM, I hate rules lawyers. They are up there with power gamers/over-optimizers. i have had to deal with too many who feel the rules are set in stone and immutable.

But saying that, I have learnt to utilise them. When something comes up that I can't remember (usually something involving grapples) I turn to the RL and ask him/her. It helps me and the group out, and allows to feel useful with their knowledge.

But RLs do need to learn that the rules are just guidelines and if the GM feels the need to alter something it is their perview to do so.


See, I prefer to think of the rules as the framework upon which a campaign is built. Changing the guts of a building is FAR cheaper and easier (and in some cases, only possible) before you actually start adding the walls and floors and furniture and such.


Terquem wrote:

Wait, wait, could you enchant something, I don't know, like a small plate or disk you know something compact and portable, and trigger it to produce the Bard's Wailing and Moaning, maybe even have it linked, magically, (probably using Blueberries as a component, and the tooth of an ancient king, hmmm) to a small device you wear in your ear so that the bard doesn’t have to be there, and no none else can hear it but you?

Yeah, that’s the ticket

well, well there's a trick I haven't considered. Now I don't even have to get in dangers way. Use the illusion spells and pre program them with my bardic performance.

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