D&D General A glimpse at WoTC's current view of Rule 0

This is fine way to play and a fine rule for how magic works... for Dungeon World! But I think it is confused trying to port another divine favour system in D&D, on top of the already existing one, and it is even more questionable if one does in spur of a moment, so that the players were not aware of it when they made their characters and established the possible connections to the deities.
This feels a bit like strawmanning my post, as I neither established my argumentive position nor intent for porting DW ritual magic to D&D. I was simply making a comparison regarding how the GM can still frame caveats and costs for things that players may want their characters to achieve in the world. In the future, I recommend not being so eager to be disagreeable.
 

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Me personally? I'll let anyone try pretty much anything as long as it makes some kind of sense in our story.

So a rogue that's not particularly religious can get divine intervention?

I was just curious because it felt like this was just an exception for clerics.
 

I think the whole Odin thing is a cool idea and a good example of how these perceived player overreaches can actually be turned into great avenues for exploration in play.

BUT I do see how we are getting onto the further edges of what we were talking about, and how it could feel like a step too far for more traditional D&D games.

I wonder if it would be more productive to talk about the more mundane examples of player authored setting elements, such as local blacksmiths, bands playing in the tavern, and fellow patrons within punching distance.
 

What I know is that when people talk about pandora’s box or a can of worms or a slippery slope, what they are expressing concern about is the future.

If you let A happen, then what about B and C.

The concern, as expressed, is about how things will work going forward. If you allow a player to have their character make a request of their deity, and it results in anything positive beyond what the rules allow, it will lead to further such instances, and this is problematic.

Earlier you talked about the structure that the rules and setting provide that allow you to perform as DM… and how you thought things like this would erode that structure.

So no… unless I’ve wildly misunderstood the things you’ve been saying, I don’t think your concern is limited to this one example.

It of course is not limited to this specific example in a sense that some other request would be problematic for similar reasons. But most aren't!

But, yes, you are correct that I feel strongly that what precedent is set is something the GM should consider when making a decision. If the GM says that this works, then the players should expect a similar thing to work again. And that things work in this sort of predictable manner, is part of the structure I mentioned, and that structure is not just for GM's comfort, it is for the players too. The players should be able to trust that the rules and the world behave in logical and coherent manner as this allows them to make informed decisions and leverage rules and setting elements. If rules change on a whim and the setting is a nebulous non-mythic mush this cannot be done. Granted, the latter will open an avenue for another sort of player agency, (the sort for which I care less for, but that's a matter of taste) though it also is the most powerful tool in railroading GM's arsenal were they inclined to use it for such.
 
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I stated the concrete examples you gave, disadvantage on perception because of the loss of an eye was the only actual penalty. You never explained why the character having people he cared about mattered and I can't read your mind as to how that would make a difference.

I'm asking you to read your own mind. Use your imagination and see if you can come up with something.

It. Was. Not. A. Request. It was stated as fact by the player that Odin did him a solid.

Yes, but that doesn't change what I said. Feel free to sub in "demand" or "declaration" if you like. The point remains the same.

I don't think allowing a cleric to have powers above and beyond the rules is a good thing for the game. Feel free to disagree. I don't care if you house rule that they can do something like that, why do you insist on a different opinion being "problematic"?

That's not what was problematic. I was saying that the idea that the DM giving the player some authority is a pandora's box and is therefore problematic. It's going to lead to other issues later. That's the idea that's being put forth by others.

So it's a bad thing that when I play D&D, I expect people to actually play the game by the rules of the game unless we all agree on a house rule? :rolleyes:

I don't see how you got that from the bit this was a response to.

I was responding to @Crimson Longinus and how his concern about the pandora's box of player authority was not limited to the one example. By its nature, a pandora's box concern is about the subsequent problems that are anticipated.

How did my response to someone else lead to you to believe that I said it's bad when you play D&D and expect people to play by the rules?

Some of your misinterpretations I understand... the one above about "problematic" is at least partially on my as my wording was a bit unclear. But I have no idea how this was your takeaway from what you quoted.

On a side note, the player was constantly pushing what was allowed both from a rules perspective, RP and narrative flavor. For example his character had the noble background so he had 2 retainers. He decided they were also clerics (a couple levels lower) that went on his initiative. The group eventually told him to get rid of them because it was annoying spotlight hogging, but it's just how he thought. Anything he could get away with to increase his capabilities as a player he would do.

Two things on this.

First, it may be that you just have a problem player. This isn't really something I've had to worry about for a while. We all have our flaws and our quirks, but I haven't seen this kind of mindset in a player since my group and I were kids. I don't think that this shows that there's a problem with the approach to play, though. It shows that it requires some discipline from players. It may not be a match for everyone.

Second, if the player isn't a problem player, it could be a sign of frustration. Like, if the DM introduces a mystery, and the player decides they're set on solving that mystery, and so they try to do everything they can to figure it out, and over and over again, nothing works. Especially when all the normal routes are tried. Divination? Blocked. Rumors? No one has any. Sages? Beyond them.

If that happened (and let's be honest, it certainly seems possible) then I can't blame a player for being frustrated. For saying something like "Okay, fine... then I ask Odin and he tells me because he sees all."

If this is more how things played out, then I don't think the player is entirely to blame.

I think an important part of player framing for something like this is stakes for failure.

If a player wants to frame something into a scene that gives a chance for a real power-up, then I think there needs to be a resolution method attached (generally a roll), as well as an actual consequence for failure of the roll.

Absolutely. In my example, I set some stakes for the actual request... I didn't for failure, though. I didn't want to overcomplicate things!

It's similar to ritual magic in Dungeon World - which is a derivation of a workshop ability in an Apocalypse World playbook - that amounts to the player saying what they want the magical ritual to do. The GM doesn't say, "Yes, here's all of it" nor does the player demand the outcome. The GM establishes the conditions or requirements that the player will need to make the ritual work as well as potential risks:

Yeah, very collaborative process. Blades has an unsurprisingly similar process for Rituals for the Whisper and Inventions for the Leech.

I very much like the back and forth of it, and that's something I tend to try to foster in my games, even D&D.
 

So a rogue that's not particularly religious can get divine intervention?

I was just curious because it felt like this was just an exception for clerics.
"Cleric" provides an obvious hook because they're generally presented as having a built-in connection to an entity powerful enough to justify sweeping changes to the story.

A not-very-religious rogue suddenly dropping down and praying for a miracle? I'd need a pretty compelling narration, but I'm not outright saying no.
 




Or narrating a local blacksmith who moonlights as a tavern singer and has a very punchable face. :)
PC idea: this guy, but he's continually summoned to different realities as a go-to hypothetical, so he's been to every world and plane of existence and knows every language and culture

EDIT: also, he has the Toughness feat, on account of all the punching
 

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