D&D 5E The Gloves Are Off?


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niklinna

satisfied?
No, it doesn't. But some people think that linear falling damage breaks immersion, or that 1st level characters knowing to burn trolls breaks immersion, or studded leather armor breaks immersion. The game is full of these things, and we each choose (perhaps subconsciously) the ones that drive us crazy.
It's one thing to choose what drives you crazy, and another to imply, or outright state, that somebody else is wrong for not choosing the same thing!

Linear falling damage really breaks immersion when you don't land in water, by the way.
 



tetrasodium

Legend
Supporter
Epic
And that those to whom it does make sense, are "twisting the fiction" and similar nonsense.

I have no problem with the preference. It's treating the preference as either universal or "correct" that I didn't like.
Instead of hammering your personal interpretation & expressing frustration that your personal interpretation is not taken as a solution for all things why not explain how these abilities fit within the three steps of the playloop where they trigger outside of step2 without violating the purely mechanical playloop when the player interrupts the gm during step3 to nosell it.
 

hawkeyefan

Legend
Instead of hammering your personal interpretation & expressing frustration that your personal interpretation is not taken as a solution for all things why not explain how these abilities fit within the three steps of the playloop where they trigger outside of step2 without violating the purely mechanical playloop when the player interrupts the gm during step3 to nosell it.

Hammering? My whole point is that there's more than one interpretation and that none of them is "right".

Like, I didn't say "anyone who can't figure out how to make the fiction work lacks imagination" or anything like that.

As for your question about the play loop, I think it's best to think of the play loop as determining the events of the game, but not necessarily as dictating the events of the fiction. I just use my broken imagination to allow more than just the actions dictated by play to happen in the fiction. Characters are doing more than Move- Action- Bonus Action- Reaction.

If that doesn't work for you, then again... the answer is Jello.
 

Zubatcarteira

Now you're infected by the Musical Doodle
We got Rogues fast enough to hold a dynamite stick and dodge the point blank explosion, I'm sure a Wizard can counter a spell in a split second.
 

See, I feel that if the game structure is standing in the way of the fiction, its the game structure that needs to change.
If the game element that’s getting in the way of the fiction is “taking turns,” the only alternative is “everyone talking at once.”

And if we start going down that slope, we also need to harmonize how long it takes to say what you’re doing with how long it takes to actually do it.

But since, as far as I can tell, there’s no way to have a clear conversation where everyone speaks at once, we’ll need to keep taking turns and dealing with the inherent ludonarrative dissonance that creates.
 

Vaalingrade

Legend
New questions.

In your campaign can a character uncanny dodge a lightning bolt spell?

Rules say yes.

Reality says it takes the bolt .00015s to hit a target 60 feet away.

Is anyone here bothered by this gap in game vs narrative (which happens orders of magnitude timesat a table than counter spelling counter spells)?
Normally, I would make a joke about it being magic and that making literally everything okay, but now that the literal spell designed to counter spells isn't allowed to do that... all bets are off.
 

Micah Sweet

Level Up & OSR Enthusiast
If the game element that’s getting in the way of the fiction is “taking turns,” the only alternative is “everyone talking at once.”

And if we start going down that slope, we also need to harmonize how long it takes to say what you’re doing with how long it takes to actually do it.

But since, as far as I can tell, there’s no way to have a clear conversation where everyone speaks at once, we’ll need to keep taking turns and dealing with the inherent ludonarrative dissonance that creates.
That doesn't have to include reacting to reactions. We decide how abstract we can handle.
 

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