The Rules Lawyer is the self-proclaimed leading authority on all D&D 5e rules questions. He also runs online D&D games 4 days a week, specializing in the Eberron campaign setting. Weekly videos on youtube delve into the minutiae of the 5e rule set and present fun character concepts, cool encounters, and campaign stories from his favorite sessions.
The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons. Rules lawyers are one of the "player styles" covered in Dungeon Master for Dummies. The rules of the game Munchkin include various parodies of rules lawyer behavior.
The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons. Rules lawyers are one of the "player styles" covered in Dungeon Master for Dummies.
The term is commonly used in wargaming and role-playing game communities, often pejoratively, as the "rules lawyer" is seen as an impediment to moving the game forward. The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons.
For how the term is used on English Wikipedia, see Wikipedia:Wikilawyering. A rules lawyer is a participant in a rules-based environment who attempts to use the letter of the law without reference to the spirit, usually in order to gain an advantage within that environment.
5:559:17Don't Let A RULES LAWYER Ruin Your Combat's Flow! - YouTubeYouTubeStart of suggested clipEnd of suggested clipA good rules lawyer is passive. Even if another player looks up from their character sheet and asks.MoreA good rules lawyer is passive. Even if another player looks up from their character sheet and asks. Hey how does this work you gotta give the dm a chance to answer first it's their rules that.
Rules Lawyer's ability doesn't apply to itself. It can die for any number of reasons. If you're at 0 or less life and you lose control of Rules Lawyer, you'll immediately lose the game. A creature with toughness 0 or less can still attack and block.
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Perhaps the most common kinds of complaints against lawyers involve delay or neglect. This doesn't mean that occasionally you've had to wait for a phone call to be returned. It means there has been a pattern of the lawyer's failing to respond or to take action over a period of months.
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.
All that said, handling rules lawyers isn't as easy as handling metagamers. It typically comes down to the specific rules that are being brought up and how often particular players actually argue over them. If it's something simple, like how an action or spell is supposed to work, and it only comes up once in a while, it's fine to just let that player dictate what they're trying to do.
If certain players are rules lawyering every turn or they're really arguing with the DM, then dealing with them may require a more forceful approach. DMs should never be afraid to just put their foot down when it comes to these kinds of players. Again, the DM gets the final say in most matters. If it comes to it, penalize the player. Finding peaceful solutions is ideal, but it's not always possible.
Every Dungeon Master will likely have to deal with rules lawyers and metagamers. These are players that, respectively, micromanage the exact rules of Dungeons & Dragons way too much, or constantly break the immersion of the fictional world they're in. It's neither fun nor easy dealing with these players, but there are ways to handle them and cut out their bothersome habits.
Metagaming is probably more egregious than rules lawyering because it's much easier to do and get away with, especially for newer players. Many new players won't even know they're metagaming until their actions are pointed out. Likewise, it can be difficult to kick these habits early on because the game and its mechanics will be so fresh to those players. It's essential that DMs instill the aforementioned ideas of players vs. characters early on so newer players can make sure they don't metagame.
Simply put, if you and I agree to play american football, a touchdown is worth 7 points (or 6 plus the extra point kick that most sandlot football does not do). If I score a touchdown and you all of a sudden decide that it's only 3 or 4 points, then I am going to cry foul. I have played in RPGs where as the new guy, I try to do something to be told "that's not possible", yet an established player character does something so similar a few rounds later that I could not tell a difference. "Hey, you said I couldn't do a Spinning Death Attack, but George can do a Twirling Kill Attack!" A player in this situation will do one of two things; either they will leave your group/the rpg community because "those guys screwed me over"; or they will learn that rulebook and everything in it so when they want to do a Twirling Kill Attack/Spinning Death Attack, and the DM says "nope", they can say "Actually, yep. I use [feat], [skill], and [action]".
Basically, if the players taking fun away from the game, talk to the player out of game, and away from the other players. Just be polite and open. If the player is reasonable they will understand.
It simply means that the rules exist only as a GUIDELINE to play in your world, and you set the exact parameters. With this in hand, rules lawyering stops cold.
The other kind will only cite rule knowledge when it is to their advantage. There are many ways to deal with this kind of player but in my experience it is best to discuss the matter with them outside of the game, away from other players. Find out why they are so concerned with getting their way. If they are being disruptive to the group or flow of the game with their behavior, be sure to express that. In my experience this usually results in asking the difficult player to leave the game. Don't give them the chance to rant in front of the group if you can.
Oh yeah, Rules are used and not used at the DM's discrection.
Ideally, the DM should himself respect the rules well enough at least to know if the rules laywer's position even has merit to begin with.