greg kaye
Explorer
Are you this DM?The handle has a deadly contact poison on it.
(The barkeep rightfully hates adventurers.)
Player: I buy an ale from the bar.
DM: do you hold it by the handle or around the glass?
Are you this DM?The handle has a deadly contact poison on it.
(The barkeep rightfully hates adventurers.)
Player: I buy an ale from the bar.
DM: do you hold it by the handle or around the glass?
I did - there could be something inside the vase that might be at risk depending on how the vase is broken; the vase may be cursed or coated in contact poison; it may be on a pressure-sensitive plate like in Raiders of the Lost Arc; it might be some kind of mimic; it might be an illusion. There are countless reasons it might matter. Moreover, by making the “how?” a required part of all action declarations even when it doesn’t matter, asking how if the player forgets to include that detail stops being an indication that there’s something special about this particular action.But that goes back to why would the details of the action matter? Can you give an example of where the details of how they smash the vase or any other similar action would matter?
If you're applying enough force to break it, method of smashing would rarely matter. Taking a moment to investigate the vase might be a good idea, but I'm not going to change the result of being smashed with a hammer or someone's forehead.I did - there could be something inside the vase that might be at risk depending on how the vase is broken;
Contact poison is dumb. Not only is it nonsensical because of how quickly it would dry, many PCs are going to have heavy leather gloves which will stop it.the vase may be cursed or coated in contact poison;
In which case it's going to go off no matter how you smash it.it may be on a pressure-sensitive plate like in Raiders of the Lost Arc;
Which will attack no matter what, roll for initiative.it might be some kind of mimic;
Makes no difference if your hand or your weapon passes through it.it might be an illusion.
If it ever mattered I'd just casually ask "So you're smashing it with you [primary weapon]?" If they then state that they aren't really smashing it I'll call shenanigans, they can't take back a declared action like that.There are countless reasons it might matter. Moreover, by making the “how?” a required part of all action declarations even when it doesn’t matter, asking how if the player forgets to include that detail stops being an indication that there’s something special about this particular action.
If this is your reason, you are implying that people who prefer to prevent opportunities to metagame don’t respect their players. I assume that wasn’t your intention?Because I treat my players with respect and expect them to adhere to the rules we've set down at the table as part of the social contract?
Those are valid reasons. Thanks.Because goal and approach feels artificial and unnecessary to me? Because I want people to be comfortable playing the game and because the vast majority of times the briefest action declaration necessary keeps the game flowing?
See my previous post.But I'll ask for what feels like about the zillionth time: why do you think "I smash the vase" is not adequate? Can you give an actual example of something you feel could come up in your game that would be equivalent that it would matter?
I have provided examples multiple times now, and again, part of the point is to require both goal and approach whether it matters in any particular given instance or not.We can lob the same philosophical platitudes back and forth all day. But all you've said about "I smash the vase" is that it's not specific enough for you without explaining why or provided any example at all of when it would not be.
Nah, just the dainty ones who don't just grab it like a dwarf around the throat and chug it down. Handles are for wimps and elves.It's the DM's way of soft-banning Dwarf PCs.![]()
Yeah, in my games, "You go up to the vase and smash it with your axe [pause just for long enough for the player to correct me], it breaks into a hundred pieces" wouldn’t fly, because I like to keep the PCs’ actions strictly under the players’ purview. That’s something a lot of other groups are comfortable with having some wiggle-room on, but for me it’s a hard rule.We don't do a lot of vase smashing in my game, but saying "You go up to the vase and smash it with your axe [pause just for long enough for the player to correct me], it breaks into a hundred pieces." would not be out of character for my game. Sometimes I add fluff, sometimes the player adds fluff.
But the details of how the vase is smashed? Fluff.
... Contact poison is dumb. Not only is it nonsensical because of how quickly it would dry, many PCs are going to have heavy leather gloves which will stop it.
...
I don’t generally handle in-town activity at that degree of granularity. Where time is measured in minutes and hours in the dungeon (or other adventuring locations), it’s handled in days and weeks in town. We might roleplay a quick interaction here and there in town, but generally, town is where adventure isn’t, so this kind of thing would never happen there.Player: I buy an ale from the bar.
DM: do you hold it by the handle or around the glass?
Yeah, in my games, "You go up to the vase and smash it with your axe [pause just for long enough for the player to correct me], it breaks into a hundred pieces" wouldn’t fly, because I like to keep the PCs’ actions strictly under the players’ purview. That’s something a lot of other groups are comfortable with having some wiggle-room on, but for me it’s a hard rule.
If this is your reason, you are implying that people who prefer to prevent opportunities to metagame don’t respect their players. I assume that wasn’t your intention?
Those are valid reasons. Thanks.
See my previous post.
I have provided examples multiple times now, and again, part of the point is to require both goal and approach whether it matters in any particular given instance or not.