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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4736455" data-attributes="member: 710"><p>I think it's all personal preference.</p><p></p><p>I love the action violence fest of D&D as I play it. I like wading into melee or slinging spells, using optimum tactics. I wouldn't want to avoid such situations.</p><p></p><p>But I can see a point where I have to "think" myself into a situation that ensures that the fight I will inevitably get into is a "fair" fight (or rather not fair - it's just a fight I have good chance to win if I also fight smart). For example, tricking the enemies to divert their forces, isolating enemies, turning them against each other and so on. But basically, if I can reduce a conflict down to a few fancy words or a single smart idea and a single dice roll, it won't satisfy me. </p><p></p><p>If I'll try to define what I expect from any conflict resolution: </p><p>- Lots of meaningful decisions (e.g. discussions that affect the actual outcome)</p><p>- A feedback loop that consistently tells me whether I am getting closer or farther away from a goal. (my attack hits, if I push Lever A, door 1 opens but door 2 and 3 lose, the mayor demands an excuse for my insolent behavior, I just spent my last drama point)</p><p></p><p>I think that's one of the reasons I often hate "riddle" scenarios. You have only the pass/fail feedback, but you don't get a feeling of progress. There is only one meaningful "decision" - the one that solves the puzzle. </p><p></p><p>You have the same problem if everything is only resolved by talking to the DM. He might expect a very specific answer/decision and you just don't go there, and you have no idea if you're closing in or not. That's very easily frustrating - and I think it can be on both sides - the riddle scenario is actually pretty close to this, too, except that the DM didn't always create the answer. But it can be frustrating for the DM seeing his players stumble around the real solution and getting close, but never making the connection they need to make. I've seen this in play, too, usually as one of the dense player that just didn't get it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4736455, member: 710"] I think it's all personal preference. I love the action violence fest of D&D as I play it. I like wading into melee or slinging spells, using optimum tactics. I wouldn't want to avoid such situations. But I can see a point where I have to "think" myself into a situation that ensures that the fight I will inevitably get into is a "fair" fight (or rather not fair - it's just a fight I have good chance to win if I also fight smart). For example, tricking the enemies to divert their forces, isolating enemies, turning them against each other and so on. But basically, if I can reduce a conflict down to a few fancy words or a single smart idea and a single dice roll, it won't satisfy me. If I'll try to define what I expect from any conflict resolution: - Lots of meaningful decisions (e.g. discussions that affect the actual outcome) - A feedback loop that consistently tells me whether I am getting closer or farther away from a goal. (my attack hits, if I push Lever A, door 1 opens but door 2 and 3 lose, the mayor demands an excuse for my insolent behavior, I just spent my last drama point) I think that's one of the reasons I often hate "riddle" scenarios. You have only the pass/fail feedback, but you don't get a feeling of progress. There is only one meaningful "decision" - the one that solves the puzzle. You have the same problem if everything is only resolved by talking to the DM. He might expect a very specific answer/decision and you just don't go there, and you have no idea if you're closing in or not. That's very easily frustrating - and I think it can be on both sides - the riddle scenario is actually pretty close to this, too, except that the DM didn't always create the answer. But it can be frustrating for the DM seeing his players stumble around the real solution and getting close, but never making the connection they need to make. I've seen this in play, too, usually as one of the dense player that just didn't get it. ;) [/QUOTE]
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