The GM is the final authority. Rules are guidelines... the designers’ opinion about how things oughtto go. But as long as the GM is fair and consistent, he can change anynumber, anycost, anyrule. His word is law!
Before you make any other decisions, you should discuss the styleof your campaign with your players. There are many alternatives: • “By-the-book” vs. “tweaked” (with many GM rules interpretations). • “Realistic” vs. “cinematic” (see The Cinematic Campaign,p. 488). • “Humorous” vs. “serious.” • “Puzzles and mysteries” vs. “combat and adventure.” • “Death is common and permanent” vs. “death is rare or easily remedied” (by magic or high technology).
All of these are legitimate approaches to roleplaying, but if the players and GM have different expectations, everyone will end up disappointed. The game should be a story that develops in play – not a battle between the players and the GM*. To achieve this, a little mutual understanding is necessary. A few minutes of pre-game discussion can increase everyone’s enjoyment.