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Blog: Reacting to the Reaction
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<blockquote data-quote="Balesir" data-source="post: 5955263" data-attributes="member: 27160"><p>That sounds to me like a rule (with the inevitable exceptions) right there. There will always be exceptions (with good, described reasons for them). That is fine - it's part of the game. But it doesn't mean that having a general rule for "usually" isn't worthwhile.</p><p></p><p>I can think of no good reasons to have a "DM's secret number" - only bad ones. I can make up a number and tell my players myself - that's easy - but, if there is a number that turns out to play well in the playtests and works well with the rest of the rules, I would really prefer it if somebody (preferably the rulebook) just cut the crap and told me what it is. And the players should know, since their characters will have grown up in a world that works by that rule.</p><p></p><p>You are missing the point that [MENTION=42582]pemerton[/MENTION] was originally making. It's not about a choice of adding or not adding Minor actions. The actions are already there - look at Spiritual Hammer in the playtest rules; it already has a minor action attack. Singing "la, la, la" and hoping it will escape everybody's notice isn't going to work - the king's suit is decidedly see-through.</p><p></p><p>If the players are thinking in such a disconnected way, step by step what they are going to do with each action, that's certainly an issue. But hiding rules from them or pretending the rules are something other than they are isn't going to fix that. Showing them the value of looking at the bigger picture - the benefits you can get from teamwork and actual tactics, for example - might help. But if they are focussing too much on what their character has learned instead of what they want to achieve then hiding rules from them isn't going to lead to better play - it typically just leads to incompetent decisions.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5955263, member: 27160"] That sounds to me like a rule (with the inevitable exceptions) right there. There will always be exceptions (with good, described reasons for them). That is fine - it's part of the game. But it doesn't mean that having a general rule for "usually" isn't worthwhile. I can think of no good reasons to have a "DM's secret number" - only bad ones. I can make up a number and tell my players myself - that's easy - but, if there is a number that turns out to play well in the playtests and works well with the rest of the rules, I would really prefer it if somebody (preferably the rulebook) just cut the crap and told me what it is. And the players should know, since their characters will have grown up in a world that works by that rule. You are missing the point that [MENTION=42582]pemerton[/MENTION] was originally making. It's not about a choice of adding or not adding Minor actions. The actions are already there - look at Spiritual Hammer in the playtest rules; it already has a minor action attack. Singing "la, la, la" and hoping it will escape everybody's notice isn't going to work - the king's suit is decidedly see-through. If the players are thinking in such a disconnected way, step by step what they are going to do with each action, that's certainly an issue. But hiding rules from them or pretending the rules are something other than they are isn't going to fix that. Showing them the value of looking at the bigger picture - the benefits you can get from teamwork and actual tactics, for example - might help. But if they are focussing too much on what their character has learned instead of what they want to achieve then hiding rules from them isn't going to lead to better play - it typically just leads to incompetent decisions. [/QUOTE]
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