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3e mapping... too much info for players?
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<blockquote data-quote="Mark" data-source="post: 204373" data-attributes="member: 5"><p>I think Tsyr addresses this well but I'd further mention that 3E is a whole new ballgame for DM and Players alike...</p><p></p><p></p><p></p><p>Advantage against who? I hope we're not suggesting an adversarial relationship between the Players and the DM, one; because that's being discussed in another thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and B.) -cause no matter how many brains the Players actually use on any given night, the DM controls the game and can introduce as many twists to the mix as they desire. Assuming we're only speaking about the advantage of the characters over the monsters, and the way that manifests when Players get a little breathing room during battle, I'll continue after a bit more <em>quotage</em>...</p><p></p><p></p><p></p><p>They're supposed to try, I suppose, or at least they're suppose to out-think the monsters as supposedly run by the DM...</p><p></p><p></p><p></p><p>Well, let's face it. Unless you are a DM who makes everything up on the spot (unwise given that it severely limits your options), you'ev had plenty of time to make plans based on how you've prepared the session. The Players have to come up with things on the spot, unless they've had the foresight to set up particular plans that are their default modes of action. (Pointed out by Umbran, also, while I was in the midst of responding) More on that later...</p><p></p><p></p><p></p><p>That's not a fault of the Players, it's something the DM has to curtail by staying on top of the game and keeping the Players on their toes by running the session in such a way as to make the Players react in the moment. If they have five minutes, of course they are going to take five minutes...if they have any sense! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (...and, of course, there are no "Do-Overs" unless a rule was blatantly mucked up by the DM ... <em>and</em> the DM is feeling generous.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I don't recommend this, though. I keep my mistakes in a mental bank and pay them back out when it becomes time to adjust for the Player's fun/interest.)</p><p></p><p></p><p></p><p>Agreed! There are mechanics in place to allow the character to take more time than is warranted by an immediate initiative. The Players need to make use of the mechanics of the rules in this case as much as they liked to make use of them in cases where it isn't allowed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Agreed! If an order is shouted, it is heard and understood by all within earshot who understand the language. It's a big mistake of DMs in regard to characters having multiple language to not require them to use them (by saying "In Dwarven", or some such) if the Players wish to be secretive while being loud. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>(This next bit gets tricky, so "careful with those weapons...")</p><p></p><p>When a Player suggests something to another Player, if they are nearby, I immediately add, "Shouts your buddy from the thicket" or words to that effect. If the suggestive Player is out of range for such a circumstance, I warn them "once" that they are not to do that. If they persist, I deny the possible use of the suggestion and move the suggestive Player's character in the direction of a location where they could actually make the suggestion (sometimes that is away from where the suggestive Player wishes to go, sometimes not, but it bears in mind the insistence that the suggestive Player is strongly compelled to communicate with another player).</p><p></p><p>If the Player who is receiving the suggestions continually seeks more of that sort of impossible-to-get advice, I take the character sheet from the player who is getting the suggestions and hand it to the suggesting Player and suggest that he simply run both characters...awkward silence ensues...they get the point...we get back to the game.</p><p></p><p>Harsh?</p><p></p><p>Maybe...</p><p></p><p>I'm supposed to be having fun as much as anyone else and if it's going to come down to the guy who's spent hours preparing the game having fun or the people who generally just show up and partake of all that work, guess who's going to have the most fun? Having fun is the point and the only place where it might get adversarial at my table. Whoever has the most fun wins! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 204373, member: 5"] I think Tsyr addresses this well but I'd further mention that 3E is a whole new ballgame for DM and Players alike... Advantage against who? I hope we're not suggesting an adversarial relationship between the Players and the DM, one; because that's being discussed in another thread ;) and B.) -cause no matter how many brains the Players actually use on any given night, the DM controls the game and can introduce as many twists to the mix as they desire. Assuming we're only speaking about the advantage of the characters over the monsters, and the way that manifests when Players get a little breathing room during battle, I'll continue after a bit more [i]quotage[/i]... They're supposed to try, I suppose, or at least they're suppose to out-think the monsters as supposedly run by the DM... Well, let's face it. Unless you are a DM who makes everything up on the spot (unwise given that it severely limits your options), you'ev had plenty of time to make plans based on how you've prepared the session. The Players have to come up with things on the spot, unless they've had the foresight to set up particular plans that are their default modes of action. (Pointed out by Umbran, also, while I was in the midst of responding) More on that later... That's not a fault of the Players, it's something the DM has to curtail by staying on top of the game and keeping the Players on their toes by running the session in such a way as to make the Players react in the moment. If they have five minutes, of course they are going to take five minutes...if they have any sense! :D (...and, of course, there are no "Do-Overs" unless a rule was blatantly mucked up by the DM ... [i]and[/i] the DM is feeling generous.. ;) I don't recommend this, though. I keep my mistakes in a mental bank and pay them back out when it becomes time to adjust for the Player's fun/interest.) Agreed! There are mechanics in place to allow the character to take more time than is warranted by an immediate initiative. The Players need to make use of the mechanics of the rules in this case as much as they liked to make use of them in cases where it isn't allowed. :) Agreed! If an order is shouted, it is heard and understood by all within earshot who understand the language. It's a big mistake of DMs in regard to characters having multiple language to not require them to use them (by saying "In Dwarven", or some such) if the Players wish to be secretive while being loud. :D (This next bit gets tricky, so "careful with those weapons...") When a Player suggests something to another Player, if they are nearby, I immediately add, "Shouts your buddy from the thicket" or words to that effect. If the suggestive Player is out of range for such a circumstance, I warn them "once" that they are not to do that. If they persist, I deny the possible use of the suggestion and move the suggestive Player's character in the direction of a location where they could actually make the suggestion (sometimes that is away from where the suggestive Player wishes to go, sometimes not, but it bears in mind the insistence that the suggestive Player is strongly compelled to communicate with another player). If the Player who is receiving the suggestions continually seeks more of that sort of impossible-to-get advice, I take the character sheet from the player who is getting the suggestions and hand it to the suggesting Player and suggest that he simply run both characters...awkward silence ensues...they get the point...we get back to the game. Harsh? Maybe... I'm supposed to be having fun as much as anyone else and if it's going to come down to the guy who's spent hours preparing the game having fun or the people who generally just show up and partake of all that work, guess who's going to have the most fun? Having fun is the point and the only place where it might get adversarial at my table. Whoever has the most fun wins! ;) [/QUOTE]
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