It is not too often that I review all of these postings, but they do
make me laugh. So many people put their own angles on when and how
the rules should be implemented, and then they argue why. The main
book that we utilize as Dungeon Masters is the DM's "Guide". I
would like to re-emphasize on the word "Guide".
When we sit down at a table, we are at times dealing with people who
have not either played with each other, or their characters have not
played with each other. I believe that when a player pulls
something out of their arsenal of either equipment or abilities, I
want to cursory examine it, there is not enough time in play to
review every blessed rule in all of the main books as well as the
supplements. If I get someone who comes up with something novel,
and could work, put it into play and let them roll for it. The game
is Role playing after all.
I played with a DM who sent a group of adventurers into a module
with no fighters, our problem, but he did not have the forethought
to suggest we bring some adamantite weapons. Two hours we spent
trying to kill some simple gollems. It did not matter to me, I can
always roll up another character (mind you, mine was a 7th level)
but most gamers take their characters to heart. When our group came
up with novel ways to circumvent the encounter, the DM was steadfast
until he got agravated and claimed "Divine Intervention".
What I am trying to say is, if someone is in the middle of battle,
your group is losing and the mage can cast polymorph and enlarge on
someone with high charisma, and a good diplomacy, let it ride. It
makes for better adventurer tales in the future.