FireLance
Legend
Me too.Celebrim said:I have very mixed feelings about this thread.
I think it's possible to have a balance between the player telling the DM what happens, and the DM saying no or adjudicating the result in a way that feels arbitrary to the player. Some time ago, I read a thread (either here or on CircvsMaximvs) about a player offering the DM a bet that if he successfully made an Intimidate check, he could grant temporary hit points and morale bonuses to the men his PC was leading. At the time, I wasn't keen on the idea, as I generally prefer to implement the rules as written.On the one hand, most 'creative spellcasting' involves the player telling the DM what the results of his action are. This is a player stance that I find very annoying, particularly when it involves going outside of the rules. I don't mind telling me what you intend to do, but don't decide for me whether its going to work. It's my job to decide that, and I don't want to hear, "Well, if I knew that was going to happen, I wouldn't have done it. Can we have a do over?", in terms that are usually more beligerant than that. Moreover, most of the time the player playing 'creatively' wants something for nothing. What they are really asking for is a lower level spell to emulate the effects of a much higher level spell.
On the other hand, one of my rules of thumb as a DM is 'Don't say 'No'.' I don't like to give the player nothing, especially when they are doing what they are supposed to be doing which is think inside the box. (No, really, imagining creative uses for a spell is inside the box, where the box is our little shared imaginary universe. Thinking outside the box would be thinking that because the rules say what a spell does, it can't ever do anything else.)
However, thinking about it in the context of this thread, I think I'm going to change my stand slightly. I don't want the players in my game to change the basic rules of the game too often, but I don't mind giving them the option to bend the rules every once in a while. This might be a good alternative use for action/fate/hero points: to alllow the player the chance to make a "bet" with the DM that changes the way the rules normally work. With a limited pool of action points, the players won't be able to change the rules often, and because the use of an action point already marks it as an exceptional case, players won't expect the rules to work this way normally. The player and the DM should also work out the specific details of the "bet": the stakes, the payoff or consequences (if losing the stakes is not enough), and the success condition/probability of success before the dice are rolled, so that both sides are aware of the potential upsides and downsides.
So, if a player wanted to blind an opponent with a 0-level light spell, I might offer him the following bet: spend an action point, cast the spell, and if the opponent fails a Fortitude save, he is blinded for 1 round.
I think that the basic rules of the game should require as little creative interpretation as possible, possibly to the extent that a computer could run a game of D&D. However, I also think that some limited scope to creatively bend the rules of the game should be made available to the player, and the possibility of doing this is one thing that will distinguish a game with a human DM from one run by a computer.Once again, speaking as a programmer, I can't help but think that the driving force here is to make everything easily implementable on a computer. 'Creativity' really means 'needs a DM's input', and you can't program that into a computer.