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  1. EzekielRaiden

    D&D General Ditching Archetypes 6E?

    For my own answer to the question, as I have said before, I think 5e is missing somewhere between six and twelve classes (and I favor the higher end). That would allow us to more neatly focus each class. With a set of, say, 4-6 total subclasses for each class, we can have enough depth for folks...
  2. EzekielRaiden

    D&D General Ditching Archetypes 6E?

    On the next exciting episode of What Rules Will We Delete?!, Archetypes: A concept introduced by 5e specifically to simplify and streamline class design, with several added benefits so that other options could be removed instead, are now ON THE CHOPPING BLOCK. Because we all know...you can't...
  3. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    This ignores the possibility that rules can help, by saying that unless rules are perfect defenses, they are useless. This is a perfect solution fallacy: since the solution isn't perfect, it is necessarily useless and should be ignored. Rules can do things like: Make it much more obvious when...
  4. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    My assertion is that, all too often, they don't. Because the GM assumed that that was part of the "social contract" and thus beneath discussion, and the player couldn't have possibly known to ask, because nothing in the rules makes even a hint of the possibility, and the fluff text is fluid and...
  5. EzekielRaiden

    D&D General GMing and "Player Skill"

    Good Lord, this makes Mr. Finch's work even more vexing than it already was, and that's saying something. It means that it wasn't just pretentious garbage, it was actually self-congratulatory pretentious garbage the entire time, high on his own supply. I didn't think it would be possible to...
  6. EzekielRaiden

    D&D General GMing and "Player Skill"

    And yet I've never seen this. Not once. Your "Buddy GM" is a fiction you invented to make fun of others. It's extremely tiresome.
  7. EzekielRaiden

    D&D General GMing and "Player Skill"

    From experience: "seem" is unnecessary. That is, in fact, exactly what Bloodtide believes, and they pride themselves on being "cruel" to their players until only those who behave as you describe remain in the game. It has an extremely low retention rate and an extremely high rate of generating...
  8. EzekielRaiden

    D&D General GMing and "Player Skill"

    Given the kinds of negative consequences that come from treating bad people as if they were "nice" people, I'm not so sure about that last bit. I do agree that it is more complicated. But at least from where I'm standing, the simple solution is for the GM to have people that are more complex...
  9. EzekielRaiden

    D&D General GMing and "Player Skill"

    The single most frustrating thing about it is that most, not all but most, of the GMs who do this think they're being good GMs. Like they legitimately think that the thing they're doing is constructive and helpful, when it isn't. Most cases I've seen where a GM got a lightbulb moment about...
  10. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    I do see the Cleric as being pretty openly "Christian priest in armor with the serial numbers filed off", and having universal abilities like Channel Divinity seems to me to fit into that structure. So...yeah. I kinda do think that D&D as it is currently written does that. Whether there are...
  11. EzekielRaiden

    D&D General GMing and "Player Skill"

    Something I am quite proud of with my Dungeon World game is that, on more than one occasion, the players have had this response, not to a "trap" per se, but to a situation or world element that they had partial information about beforehand. It was an immense relief the first time I heard one of...
  12. EzekielRaiden

    D&D General GMing and "Player Skill"

    Above and beyond anything else in the thread, this is a lesson I wholeheartedly embrace and wish more GMs would heed. Doesn't matter what the behavior is. Doesn't matter what system you're using. Reward the behavior you want to see happen, and cause genuine player-affecting complications for...
  13. EzekielRaiden

    D&D General GMing and "Player Skill"

    How does this square with the way a lot of old-school adventures are presented? Because, frankly, a lot of them look like"door-kicking hack and slash" to me, from the outside looking in. Especially if the adventure is quite linear.
  14. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    Yes, very much this. "I made an exchange with a powerful being in order to have power myself" does not justify heavy-handed GMing, and all this "making patrons matter" constantly dances around what exactly it means for them to "matter", hence why I've asked. @Micah Sweet has made clear that it...
  15. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    It's not a matter of asymmetry. I'm fine with asymmetry. Different kinds of powers, different kinds of limits. I'm not fine with one person being given absolute total autonomy zero accountability zero responsibility zero expectations, and the other being "here are your choices: submit, or...
  16. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    But the umpire doesn't make all the calls. They make some calls--and they are subject to review and dispute. Further, the players have advocates. It isn't absolute authority. The umpire doesn't have the ability, for example, to tell a particular player they're forbidden from pitching in this...
  17. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    Then why are players so obligated?
  18. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    I don't accept this double standard. If players are subject to guaranteed automatic limitations, so should GMs be. Nobody gets a free pass. Either I have limits and so do you, or you don't and neither do I. Anything else is "I get power and you get nothing."
  19. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    Okay! This is great! You are actually setting limitations here. You would not ever begin with getting cut off. You would have regular communication--not just in-character, but OOC as well. If a hard cutting-off were to occur, the player can and should expect alternative pathways to present...
  20. EzekielRaiden

    D&D General The Player's Quantum Ogre: Warlock Pacts

    Okay, but this is precisely the problem. You've opened with "go as far as they want" on both sides. So why can't I go so far as, "I don't accept this, this is not actually fun or engaging, I don't want to do that"? Why is that an automatic guaranteed violation of the social contract, but the...
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