To deal with Rule Lawyers, you must impose respect on your table. The DM controls whatever happens in-game and has total authority to modify any rule, as long as it’s consistent throughout the campaign.
Some lawyers play a trick on plaintiff’s lawyers by making arguments that require the plaintiff to amend the case so that he or she spends an exorbitant amount in legal fees at the very early stages of the case. As the plaintiff, a lawyer can help advise you on how to avoid this particular trick.
The Monster Manual says he hits 2d6” We call “Rule Lawyers” to the players that tend to stop the game or combat just to look for a rule on their Player’s Handbook and make it work in his favor no matter what. Usually, they’ll argue with the DM for 10 minutes until they hear the DM say “Okay, you’re right” (even if they aren’t).
The fact is, lawyers negotiate constantly. Whether you’re trying to settle a lawsuit or attempting to close a merger, you’re negotiating. Yet relatively few lawyers have ever learned the strategies and techniques of effective negotiation. Instead, most lawyers negotiate instinctively or intuitively.
A rule of thumb when it comes to playing D&D is remembering that just because the players may know or see something about the world, creatures or plot, that doesn't mean the characters know or see the same things and vice versa. If a player violates this idea, then that player is metagaming.
It's important to remember that the "rul es" of D&D aren't definitive rules, but rather guidelines. At the end of the day, everything is really up to the players. Sure, the Player's Handbook says that certain spells work in certain ways, but depending on the circumstances, the DM might allow things to work differently. No, it doesn't always make sense to blatantly go against these guidelines, but, again, it's all circumstantial. It's also primarily up to the DM; the DM gets the final say in most cases. This is not to say everyone must be strictly obedient to the whims of the DM, but rather, they should be respectful of the DM, who is trying to make sure everyone's enjoying the game and that things run smoothly.
That means that everything else, including the game itself, is secondary.
I have been in every different type of group. There are groups where you can't do anything that's not explicitly listed in the rules. In these the fun is lost because of limitations that are presented by situations the rules couldn't possibly account for. In your position, the DM has taken the other extreme.
Rules, in any game, whether it be D&D or Soccer, are a way of making the game fair, balanced, and entertaining for everyone. There will always be people who try to read too much into the rules in order to beat the system. This is what a real rules lawyer is, after all. The concept of rules in the first place though is so that you have expectations.
This part is the hardest on people, especially new players, but all I've heard here is your side of the story, and how you tried everything to be what this guy wanted. There's always another side of the story, so remember that when you go into this group.
The second part of this is the other players in his group go there for his DM-ing style, as it is. So when you're asking him to change, you're affecting other people. I wouldn't want someone to tell my DM to run silly dungeon crawl style games because that's not what I enjoy.
I feel like a broken record on this, but everyone, and I mean everyone, tends to forget that people in a position of power are just as human as everyone else. Your DM is going to make mistakes, and I'm not just referring to rules mistakes, but he's going to have personality flaws.
Some GMs like to feel like they are 'in control' of what is occurring. This usually means railroading. Which isn't always bad - some people are good at railroading, to the extent that people don't notice OR care. And that's fine.
Usually, they’ll argue with the DM for 10 minutes until they hear the DM say “Okay, you’re right” (even if they aren’t). Rule Lawyers are usually people who don’t roleplay much and focus on minmaxing (that’s why they tend to memorize all the rules/stats).
Evil characters are hard to handle for both the player and the DM. To deal with Evil Characters, the whole group should have a Session 0 (zero). This session is very useful because it lets everybody know how the game will be played as a group.
Minmaxers usually behave like this because they’re competitive and want to deal tons of damage. Most of them are used to play MMORPGs or online games where they have to take vital decisions on their character, to deal as much damage as possible and win combats.
On the one hand, they should convey to opposing counsel that they are ready, willing and able to take the case all the way through trial. After all, most litigators’ best alternative to settling the case — a critical element of leverage — is trying it.
The fact is, lawyers negotiate constantly. Whether you’re trying to settle a lawsuit or attempting to close a merger, you’re negotiating. Yet relatively few lawyers have ever learned the strategies and techniques of effective negotiation. Instead, most lawyers negotiate instinctively or intuitively. It’s natural.
A good litigator can easily derail a case even before a trial starts by using some procedural checks. Here are some of the most common tricks lawyers play in civil litigation and how you can fight back.
As the plaintiff, a lawyer can help advise you on how to avoid this particular trick. In some cases, it may be preferable to plead less so that you clearly state a cause of action but avoid ambush by defense counsel. This usually requires pleading the case law, rules of procedure and some facts regarding the case.
Even for the most experienced of litigators, litigation can be stressful. This is even more true when there is an imbalance in experience due to an experienced trial lawyer facing off against a young or new lawyer or a pro se litigant. A good litigator can easily derail a case even before a trial starts by using some procedural checks.