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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7575421" data-attributes="member: 23751"><p>You need to read the rules for D&D again it seems. If a player decides that his PC walks behind the tree, I have no ability as DM to decide that he cannot do so. If the player decides that his PC goes to the local bar to get a drink, I have no ability as DM to decide that he cannot do so. And so on. The exception of course being an in game reason that stops the PC, like Dominate or guards arresting the PC as he heads to the bar.</p><p></p><p>The "DM decides" is only about things that have the possibility to fail or are guaranteed to fail, and if the outcome is in doubt, the DM has to decide on an appropriate DC and let the player roll. It's simply not Mother May I when the DM decides that declarations that have no chance of success, fail.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7575421, member: 23751"] You need to read the rules for D&D again it seems. If a player decides that his PC walks behind the tree, I have no ability as DM to decide that he cannot do so. If the player decides that his PC goes to the local bar to get a drink, I have no ability as DM to decide that he cannot do so. And so on. The exception of course being an in game reason that stops the PC, like Dominate or guards arresting the PC as he heads to the bar. The "DM decides" is only about things that have the possibility to fail or are guaranteed to fail, and if the outcome is in doubt, the DM has to decide on an appropriate DC and let the player roll. It's simply not Mother May I when the DM decides that declarations that have no chance of success, fail. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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