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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Raven Crowking" data-source="post: 2557657" data-attributes="member: 18280"><p>Unlike skill checks, a natural 20 always succeeds on attacks. Also, if there were rats when the PCs were low-level, there are still rats when they are high level.</p><p></p><p></p><p></p><p></p><p></p><p>Sure, you and I would probably handle the situation similarly, except that I would merely say, "Are you SURE you want to do that? Okay, roll your check." The player would, honestly, have no way of knowing whether or not I "played fair". For the record, as I said earlier, I think the RAW covers this pretty well, and I am not at all worried about having the dragon taken aback momentarily by a crazed gnome. </p><p></p><p>Either way, though, the player might feel hard done by if his "KEWL" action didn't work. There is a growing trend among players to think that their actions should work just because they want them to.</p><p></p><p>Sometimes cool things do work. If you build your character to have a high Intimidate score, then you should get the benefits of it. The DM's "But it's a <em>dragon</em>!" probably applies to the dragon as well ("But I'm a <em>dragon</em>!") and can easily account for the one-round penalty from Intimidate.</p><p></p><p>I once ran a game where a PC hung from a rope like a circus acrobat and fired arrows (successfully) at a grick that was attacking another climbing PC. The player built his character to do just this sort of thing, and it worked.</p><p></p><p>The players require that the RAW be followed enough to allow them to know what they reasonably can do if they make choices X, Y, or Z in character creation. Going back to the beginning of this thread, that does not mean that the DM has to allow choice Z in the campaign world.</p><p></p><p>Likewise, if the DM flat-out rules that something won't work, you can get up from the table if you're incredible offended by the decision. Or you can try to do something else. It depends upon your group dynamic and how much you trust the DM based on past actions. Making the game fun is everyone's responsibility, and as the players gain more power to determine what is likely in 3.X, they also gain more responsibility to make it fun for all involved, including the DM. <strong><em>Get up or game on.</em></strong> Don't waste everyone's time whining at the table.</p><p></p><p>If earlier versions of the game tended to produce a few really bad DMs, so does 3.X produce more bad players than any previous edition.</p><p></p><p>It's something we all have to work on if the hobby is going to continue to prosper.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2557657, member: 18280"] Unlike skill checks, a natural 20 always succeeds on attacks. Also, if there were rats when the PCs were low-level, there are still rats when they are high level. Sure, you and I would probably handle the situation similarly, except that I would merely say, "Are you SURE you want to do that? Okay, roll your check." The player would, honestly, have no way of knowing whether or not I "played fair". For the record, as I said earlier, I think the RAW covers this pretty well, and I am not at all worried about having the dragon taken aback momentarily by a crazed gnome. Either way, though, the player might feel hard done by if his "KEWL" action didn't work. There is a growing trend among players to think that their actions should work just because they want them to. Sometimes cool things do work. If you build your character to have a high Intimidate score, then you should get the benefits of it. The DM's "But it's a [I]dragon[/I]!" probably applies to the dragon as well ("But I'm a [I]dragon[/I]!") and can easily account for the one-round penalty from Intimidate. I once ran a game where a PC hung from a rope like a circus acrobat and fired arrows (successfully) at a grick that was attacking another climbing PC. The player built his character to do just this sort of thing, and it worked. The players require that the RAW be followed enough to allow them to know what they reasonably can do if they make choices X, Y, or Z in character creation. Going back to the beginning of this thread, that does not mean that the DM has to allow choice Z in the campaign world. Likewise, if the DM flat-out rules that something won't work, you can get up from the table if you're incredible offended by the decision. Or you can try to do something else. It depends upon your group dynamic and how much you trust the DM based on past actions. Making the game fun is everyone's responsibility, and as the players gain more power to determine what is likely in 3.X, they also gain more responsibility to make it fun for all involved, including the DM. [B][I]Get up or game on.[/I][/B] Don't waste everyone's time whining at the table. If earlier versions of the game tended to produce a few really bad DMs, so does 3.X produce more bad players than any previous edition. It's something we all have to work on if the hobby is going to continue to prosper. RC [/QUOTE]
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