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<blockquote data-quote="Chaosmancer" data-source="post: 8388576" data-attributes="member: 6801228"><p>Odd you would turn to that after you said that you had the answer and provided it. </p><p></p><p>Honestly, I'm not familiar with the brouhaha surrounding the spell. Wisdom save, if you fail you do what they said. It doesn't allow you to have them commit suicide. More clever wordings might end up with more clever things happening. I might be able to give a more satisfactory answer if I knew the problem or had a specific example to work from. </p><p></p><p></p><p></p><p>No, I don't want a more realistic game. I personally have no problem with the person superhero landing and taking a d6 damage. It is going to look epic. </p><p></p><p>My point, which you missed by deciding that I want realism, is that if a player and DM sit down with different expectations of the game, it can be very jarring. DnD is closer to a comic book than it is a ren fair. People are going to do things that would seem insane, but that is just the world they live in. But, I need to be on the same page as the DM, or else we are going to run into things like my character being fully capable of handscaling a 3rd story building in 6 seconds, but the DM saying that I must roll a DC 20 check for every 10 ft because I don't have pitons. </p><p></p><p>However, I also want to make sure that I understand what the game expects. Because that reality isn't always the one I'm picturing. Jumping the length of a school bus isn't outside the realm of possibility for a character in DnD. So, before I make a ruling on something I need to make sure I understand the intended reality of the game, because there are weird rules, and something those rules won't interact, and other times they will.</p><p></p><p></p><p></p><p>I agree it is about trust. And part of WHY my players trust me is because they know I'm going to tell them. I'll pull aside the curtain and tell them when I'm making a ruling, and why I'm making it. I tell them how I see magic working and therefore why it interacts one way and not the other. </p><p></p><p>And if they came to me wanting to ask about how an ability they might take in six levels would work, because they are idling planning ahead, I'll answer them as completely and honestly as I can, probably with an addendum that I'll look into the situation and see if there is something I'm not considering, and that that might change my mind. What I wouldn't do is start calling them a powergamer, or act like they are trying to lock me down and remove the possibility of imagination and group storytelling. </p><p></p><p>Heck, I've told players before when I've homebrewed a monster, to warn them that it might be able to do things they aren't expecting. I don't usually tell them what it can do, but I've found that after doing so when I reveal the homebrewed abilities they don't react with a "what? You can't do that?" and instead they react with "crap, THAT'S what he did? How are we going to deal with this?" </p><p></p><p>I find fewer and fewer reasons not to tell my players more and more information. Sometimes, rarely, a mystery is worth it. But the more I foreshadow and explain, the more engaged people have seemed to be, because they have a stake and they have the knowledge, and I try and make it so that having the knowledge isn't the challenge.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8388576, member: 6801228"] Odd you would turn to that after you said that you had the answer and provided it. Honestly, I'm not familiar with the brouhaha surrounding the spell. Wisdom save, if you fail you do what they said. It doesn't allow you to have them commit suicide. More clever wordings might end up with more clever things happening. I might be able to give a more satisfactory answer if I knew the problem or had a specific example to work from. No, I don't want a more realistic game. I personally have no problem with the person superhero landing and taking a d6 damage. It is going to look epic. My point, which you missed by deciding that I want realism, is that if a player and DM sit down with different expectations of the game, it can be very jarring. DnD is closer to a comic book than it is a ren fair. People are going to do things that would seem insane, but that is just the world they live in. But, I need to be on the same page as the DM, or else we are going to run into things like my character being fully capable of handscaling a 3rd story building in 6 seconds, but the DM saying that I must roll a DC 20 check for every 10 ft because I don't have pitons. However, I also want to make sure that I understand what the game expects. Because that reality isn't always the one I'm picturing. Jumping the length of a school bus isn't outside the realm of possibility for a character in DnD. So, before I make a ruling on something I need to make sure I understand the intended reality of the game, because there are weird rules, and something those rules won't interact, and other times they will. I agree it is about trust. And part of WHY my players trust me is because they know I'm going to tell them. I'll pull aside the curtain and tell them when I'm making a ruling, and why I'm making it. I tell them how I see magic working and therefore why it interacts one way and not the other. And if they came to me wanting to ask about how an ability they might take in six levels would work, because they are idling planning ahead, I'll answer them as completely and honestly as I can, probably with an addendum that I'll look into the situation and see if there is something I'm not considering, and that that might change my mind. What I wouldn't do is start calling them a powergamer, or act like they are trying to lock me down and remove the possibility of imagination and group storytelling. Heck, I've told players before when I've homebrewed a monster, to warn them that it might be able to do things they aren't expecting. I don't usually tell them what it can do, but I've found that after doing so when I reveal the homebrewed abilities they don't react with a "what? You can't do that?" and instead they react with "crap, THAT'S what he did? How are we going to deal with this?" I find fewer and fewer reasons not to tell my players more and more information. Sometimes, rarely, a mystery is worth it. But the more I foreshadow and explain, the more engaged people have seemed to be, because they have a stake and they have the knowledge, and I try and make it so that having the knowledge isn't the challenge. [/QUOTE]
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