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  1. Crimson Longinus

    NPC Deception/Persuasion and player agency

    I already addressed that: So the condition was willingly initiated by the player in the first place? I mean in a sense that he chose to rage in the first place. Which he presumably didn't need to do. Then again, if he can decide that, why cannot he also decide to end it? So sort of a...
  2. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Right. And those sound like the sort of putting character in difficult situation and giving them hard choices that I like. Such definitely can make the character to do unexpected and develop into a unforeseen direction. That is all excellent, and does not require the player to relinquish the...
  3. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Right, it has been said many times that things where there is some sort of incentive for certain sort of behaviour but the player still retains control are mostly fine. IIRC this thread started with people wanting to have NPCs in D&D 5e to be able to affect the PCs with their social skills same...
  4. Crimson Longinus

    NPC Deception/Persuasion and player agency

    So Blades in the Dark qualifies as narrativist, I assume? I've played 24 sessions, and there has been exactly one instance where a die roll defined emotional state of the character. So maybe we are doing it wrong, but I don't think so. I don't believe the player relinquishing control of such...
  5. Crimson Longinus

    NPC Deception/Persuasion and player agency

    They usually aren't Exalted 2e's social combat is the only instance of social mechanics nearing combat mechanics in complexity (not counting games which have super simple combat mechanics too) and it was a total disaster. Even if it wouldn't have other issues (and it did) such complexity simply...
  6. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Perhaps you could explain some of these alternative RPG structures?
  7. Crimson Longinus

    D&D 5E (2024) Check Out The New Monster Manual’s Ancient Gold Dragon

    And yet ancient dragons have quite a bit lower AC than that. It is weird.
  8. Crimson Longinus

    NPC Deception/Persuasion and player agency

    To continue my thought from my previous post, the basic structure of RPGs is that the GM describes the situations and the player tells how their character reacts to it and what they do. So here the situation is that a bear attacks you. And next it would be the player's turn to decide what they...
  9. Crimson Longinus

    The Gith Are Now Aberrations in Dungeons & Dragons

    The categorisations were pretty arbitrary to begin with, but somehow these now seem even more so. If goblins are fey, why aren't elves and gnomes fey too? If kobolds are dragons, why are dragonborn not as well? Goliaths are giants, tieflings should be fiends, aasimar celestials and the genasi...
  10. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Luckily, in many games (D&D included) defeating the dragon is not just about the rolls, is about tactics, it is about the choices the players make during the combat. If it was just a roll, then there really wouldn't be agency. Which has nothing to do with the topic of contention. No one has...
  11. Crimson Longinus

    D&D 5E (2024) Check Out The New Monster Manual’s Ancient Gold Dragon

    I always thought it was insane that these stack. I stole a rule from 4e, that if several magic items provide a bonus to the same thing, only the best one applies.
  12. Crimson Longinus

    NPC Deception/Persuasion and player agency

    I want the rules to produce unwelcome and unexpected situations. But I don't wan the rules to tell us how the character reacts to those situations, and what choices they will make.
  13. Crimson Longinus

    NPC Deception/Persuasion and player agency

    But no one has opposed rolling to see whether the character manages to navigate the situation better or worse, but some are opposed rolling for the mental state of the character, for their choices, wants and beliefs.
  14. Crimson Longinus

    D&D 5E (2024) Testing against the Gold Dragon

    I'm not expecting anyone to do this, but I'd be interested in knowing how well would the dragon do without the banishment. It is the most powerful weapon its arsenal by far, but it also is something that is very unfun in play.
  15. Crimson Longinus

    NPC Deception/Persuasion and player agency

    For what part of this did you need the dice for? There was choice, it was made, there are consequences.
  16. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Yes! Very well said!
  17. Crimson Longinus

    NPC Deception/Persuasion and player agency

    It seems to be what several people in this tread want. Also, to me it seems you play games like this. I remember your old example from your knight game where two sexist knights were courting the same lady, and they argued over it and the decision of who would get her and who would give up was...
  18. Crimson Longinus

    NPC Deception/Persuasion and player agency

    They don't need to. But D&D evolved from a wargame so it has inherited this tactical minigame for combat. But even in combat the player gets to decide what the character wants to do. That is at the core of player agency, especially in a game like D&D without player agency outside of the...
  19. Crimson Longinus

    NPC Deception/Persuasion and player agency

    The choice is the test. To reuse my earlier example about empowering a nefarious necromancer so that they can save your mother, it is choice between opposing evil and saving one you love. You test the beliefs of characters by putting them in situations where they have to make hard choices...
  20. Crimson Longinus

    NPC Deception/Persuasion and player agency

    Yeah, that's cool, that can be done. By putting the character in actually difficult situations, forcing them to make hard choices. But "can I roll high enough on the dice" is not an interesting or evocative way to test the character's beliefs. That to me is incredibly shallow.
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