D&D 5E Roleplaying in D&D 5E: It’s How You Play the Game


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well they also world build (normally around there character but not especially limited to it).
Sure. I let my players do a bit of that as well. I'm asking, though, what in the rules is expressly allowed to the players that isn't a part of, "determine how their characters think, act, and talk?"
 

I mean you could do that, but most of us get toghater (online now) to hang out and see each other, that can't be replicated with a TEXT or EMAIL...
Risking getting red texted by mods here, but I'll bite:

Hanging out to see each other doesn't make it role-playing. It's just... hanging out.

There, I said it.
 





I found these three (not only these three, but they're illustrative) in the Basic PDF:

p 37 (Acolyte Background): As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.​
p 64 (Stealth): While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7.​
pp 72 (Making an Attack), 74 (Damage Rolls), 75 (Dropping to 0 Hit Points): Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.​
1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.​
2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.​
3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. . . .​
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. . . .​
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.​

These at least look to me like mechanical processes which are triggered, or invoked, or enlivened, in virtue of a player declaring that their PC does some particular thing - is an Acolyte who seeks succour from those of their faith; is in a group of PCs who move slowly and sneakily; makes an attack. And each process seems to establish constraints around what happens next in the fiction as an outcome of working through the process.
Great examples! How do you feel about this one?
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions.
 

"guidelines" and "rules" are interchangeable and have pretty much equal force according to the DMG quotes I put in the other thread, though. And since the DMG says that it's entirely guidelines, page 244 is just a guideline, so it can be a rule if you want it be. 🤷‍♂️
Come on little guideline, you too can grow up to be a rule if you want it enough :p

The relevant text in DMG 244 is neither game rule nor game guideline: it's descriptive of the text.
 


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