Thomas Shey
Legend
Yep, it's why 5E's 'rulings over rules' philosophy has made it so successful.
Correlation does not equal causality.
Yep, it's why 5E's 'rulings over rules' philosophy has made it so successful.
But game philosophy does influence people's enjoyment of the game.Correlation does not equal causality.
Sure, it could go that way. But heroism is risky, and I'm not interested in compromising logic to minimize that risk. You rolls your dice and you takes your chances.It doesn't strike me as that particularly unlikely in the case of groups with a strong moral slant or those with strong camaraderie. "No man left behind" is motto in the real world for some groups after all.
To me that's an incomplete process. The process would be to inform us of what the various DCs mean with regard to how far. I also don't agree that giving more complete jump information would necessitate other types of information be given. Jumping farther via athletics is a bit of an outlier with it's need for precision.But the point is that we do have a resolution process. The PC can't jump that far automatically so the DM decides if it's possible. If it's uncertain but possible they set a DC.
I agree that some guidelines would be nice, taking jump as an example of how to set them. Problem is that we can't have specifics for every possible option. They tried giving us concrete numbers in 3E, but it never really helped all that much. We'll have to wait and see what they do in the 2024 DMG.
If the in-game situaton where the DM has to dream up a DC only happens once, it's probably fine. The problem comes when the same situation arises again (e.g. jumping a chasm is likely to come up repeatedly over time) and the DM can't remember what rationale(s) went into deciding the DC the first time. And so, you end up with inconsistent rulings.I might be alone, but I'd rather have no guidance than have everything prescribed. And this discussion seems to be people proposing the latter.
On the prior page, people promote that a DM having to make up a DC isn't a granular enough resolution system.
I don't like memorizatoin either, but I do like - and insist on - consistency. Therefore, the answer is to make notes on how I rule something now such that when the same thing comes up again I already know how to handle it.I think there is an upper limit on the amount you can hem in a DM with "guidance" and rules before you take the game out of the game. And I think once we are seriously discussing rules that prescribe every outcome or DMs needing to abide by the results of random tables, we have crossed that line.
I wonder what happens to the number of DMs as their role transforms into one of memorization. I don't remember liking memorization when I was in school, so I am not optimistic.
And that's fair.This assumes that most of the meaningful things in the game to do are near town. I know there are town based adventures, but in fantasy games, I've seen fairly few campaigns where that wouldn't add up to "So when are you going to play some characters who actually want to do something?" Sometimes the simple fact is that the majority of adventuring things to do require you to go out into terrain where retreating isn't liable to be a practical option.
I don't like memorizatoin either, but I do like - and insist on - consistency. Therefore, the answer is to make notes on how I rule something now such that when the same thing comes up again I already know how to handle it.
But game philosophy does influence people's enjoyment of the game.
Sure, it could go that way. But heroism is risky, and I'm not interested in compromising logic to minimize that risk. You rolls your dice and you takes your chances.