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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Nagol" data-source="post: 5998593" data-attributes="member: 23935"><p>Typically, in my campaigns (both as a DM and player), any effect in the game world has effect on all those exposed to it. So, if PC1 drops a <em>Fireball</em> on a melee combat containing PC2, PC2 gets hit by the spell. I think the in-game expression acts as a form of limiter on such spell use and/or leads to specific character strategies and group tactics. </p><p></p><p></p><p></p><p>The disconnect occurs when player 1 thinks there is a tactical value to PC2 moving and player 2 disagrees. The power used doesn't give PC2 a choice to respond -- he is moved. Nohing in the ability suggests how PC2 was moved -- was the character dominated? Was he convinced of the value of the opening and is changing his tactical plan even if it means sacrificing a goal PC2 thinks is valuable? Was he telekinetically grabbed and shifted directly?</p><p></p><p>How PC2 should react depends on those answers. In older editions of D&D, tht question was answered because the abilities were explicitly tied to in-game effect. Player 2 may still think it's the wrong thing to do, but he knows how the character should respond.</p><p></p><p></p><p></p><p>Whereas at my table, PCs do end up in conflict, rivalies do develop, and area effect powers are tossed into combats with allies both willing and unwilling. The PCs are subject to the same in-game effects as the other inhabitants are save for explicit differences in the ruleset like those seen in <em>Space Opera</em>.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5998593, member: 23935"] Typically, in my campaigns (both as a DM and player), any effect in the game world has effect on all those exposed to it. So, if PC1 drops a [I]Fireball[/I] on a melee combat containing PC2, PC2 gets hit by the spell. I think the in-game expression acts as a form of limiter on such spell use and/or leads to specific character strategies and group tactics. The disconnect occurs when player 1 thinks there is a tactical value to PC2 moving and player 2 disagrees. The power used doesn't give PC2 a choice to respond -- he is moved. Nohing in the ability suggests how PC2 was moved -- was the character dominated? Was he convinced of the value of the opening and is changing his tactical plan even if it means sacrificing a goal PC2 thinks is valuable? Was he telekinetically grabbed and shifted directly? How PC2 should react depends on those answers. In older editions of D&D, tht question was answered because the abilities were explicitly tied to in-game effect. Player 2 may still think it's the wrong thing to do, but he knows how the character should respond. Whereas at my table, PCs do end up in conflict, rivalies do develop, and area effect powers are tossed into combats with allies both willing and unwilling. The PCs are subject to the same in-game effects as the other inhabitants are save for explicit differences in the ruleset like those seen in [I]Space Opera[/I]. [/QUOTE]
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Community
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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