D&D 5E The Magical Martial

Then its just the DM playing with himself. Which I seem to get is the preference from a lot of old school DM's. You have to do what they want, how they want it. You have to guess what they are thinking with regards to traps and how they think a trap should be disarmed, never mind that neither of you know squat about traps in real life. You have to convince them, not the NPC.
Not what I said, not what I meant. Just what you think.
You don't play the game, you play the DM. It's very ego centric and pandering.
That is your take from what I wrote. I am sorry that your feelings were hurt by a bad DM.
 

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Raiztt

Adventurer
Look, there are broadly two camps/minds on this topic and never the twain shall meet.

-The 'game world' is a real life analog with certain magical elements sprinkled on top, but virtually all other normal considerations are still in place.

-The game world is not a real life analog and is broadly fantastical many considerations are no longer relevant or meaningful.

There's no reason to argue because these camps have fundamentally different core premises.
 

Raiztt

Adventurer
That's my take based on the statements of old school DM's talking about "skilled play" and their preference for players not knowing how the rules work.
I think that a more charitable understanding of OSR style "skilled play" would be describing how you go about searching for a trap or secret rather than walking into a room and saying, "I roll perception - 17 - what do I see?"
 

FrogReaver

As long as i get to be the frog
To reply to the edit...

Why?
The same mechanisms (skill checks) are equally available for spells.
Because there's no frame of reference for spells in our real world.

Because certain effects need more mechanical definition but not all do. How much damage a martial character does with his longsword as an example.

Should the DM have less flexibility in dialing up or down how effective spells should be?
He already has that. He can shape the whole world, including having places/objectspeople not be influencable by spells.

Edit: Even just narratively.. every Move Earth spell behaves exactly the same way for every caster at every table..no matter their attributes, skills, class, level, DM, or setting.. that doesn't seem odd to you?
No. It's a spell. I wouldn't be opposed to it upscaling by being upcastable in a higher level slot though.
 

CreamCloud0

One day, I hope to actually play DnD.
Look, there are broadly two camps/minds on this topic and never the twain shall meet.

-The 'game world' is a real life analog with certain magical elements sprinkled on top, but virtually all other normal considerations are still in place.

-The game world is not a real life analog and is broadly fantastical many considerations are no longer relevant or meaningful.

There's no reason to argue because these camps have fundamentally different core premises.
the friction arises from the fact we are both attempting to play these premises in the same system, and we can't really have the system do it both ways.
 



I think that a more charitable understanding of OSR style "skilled play" would be describing how you go about searching for a trap or secret rather than walking into a room and saying, "I roll perception - 17 - what do I see?"
I'm not a trained thief, the DM isn't a trained engineer, and what seems obvious to the DM is not obvious to the player. I have a 45+ hour a week job and other stuff to do, including the fun part of D&D which isn't poking inanimate things with sticks. I don't have time to pixel fart around to find a secret door or a trap, which is probably just some lame attrition trap like a crossbow or poison needle anyways. "I roll" is the player cutting out the middleman of "I check under the table. I check behind the tapestry" or a checklist of standard door opening procedure.

Regardless, we have 90 pages of concrete rules for spells. Athletics proficiency doesn't even let you run faster beyond "mAeK iT Up!" 5E tries to have it both ways, to the detriment of the game as a whole. More guidelines on skills and their DC's and fantastical things for skill expertise would help set expectations for players and guidelines for DM's. I say this as someone who almost exclusively DM's.
 

Which I reject and did not speak of. So why respond that to me?
Then my apologies, it wasn't necessarily intended to be directed at you, more towards the point of "we don't need clear rules". Skill checks are a great weakness for D&D, one of the reason it appears to be almost entirely combat focused, and a limiting factor on fulfilling the non-caster fantasy. Expanding expertise to make it explicitly beyond human capability would help.
 

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