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<blockquote data-quote="Lyxen" data-source="post: 8388737" data-attributes="member: 7032025"><p>It's not odd at all, I've told you what my approach is, and you seem to think that it's not the right one for you, so I would like to see what your approach would produce on that spell.</p><p></p><p></p><p></p><p>And this is exactly where my approach comes from, I cannot foresee all the cases, but I'll create an ad hoc ruling depending on the exact circumstances and use of the spell, using the overall consistency of the world as my main guideline, as well as MGF.</p><p></p><p></p><p></p><p>OK, since you were mentioning falling, I made a connection to events like what happened in AD&D where a 20th paladin just jumped down into a mile-deep chasm, took her 70 points of falling damage (the average of the cap for falling damage), healed a bit and started chasing demons.</p><p></p><p></p><p></p><p>It's exactly as with suggestion, I can't foresee all the types of buildings that there might be, from the ones with apparent stones to those completely smooth, those with windows or not, etc.</p><p></p><p>Just as with suggestion, I'm not going to caracterise it, if the player asks me "does it look hard to climb", I will tell him how hard it looks which will give him an idea about the DC, and if he is clever, he will probably mention that it would be easier with climbing gear, etc.</p><p></p><p>I'm still not sure what you expect of the DM in advance.</p><p></p><p></p><p></p><p>Unless people are abusing the system with hasted tabaxi monks, I thought that the jumping distances are fairly clear in the books. I'm still not sure what you are looking for from your DM.</p><p></p><p></p><p></p><p>That's fine, it's just that at our tables, I don't need to pull back the curtain, and I think it's good because sometimes the reason for which something works or not is not something that their characters could or should know about, so it avoids me having to jump through loops in these cases, which actually happen fairly frequently when there is a question of that kind. Which, however, happens infrequently because I really think that we share a common understanding as to how the fantasy worlds of D&D "work", including the planes and their bizarre effects (for "known" planes, but of course if the characters travel to a bizarre plane, I find it normal that they don't understand why things work strangely, at least at first until they can figure it out).</p><p></p><p></p><p></p><p>I would not answer it, because it might just be wasting time for everyone. It is also my experience that people looking for abilities 6 levels ahear are not "idling" planning ahead. They are doing a build, and I've never seen anyone do that without some level of powergaming in mind. But maybe you can provide me examples of "idling planning ahead for six levels that had nothing to do with optimising/powergaming"...</p><p></p><p></p><p></p><p>And I certainly don't do that. Monsters do not have a label saying "I'm a standard demon" or "I'm a homebrewed demon, I have strange abilities". Show, don't tell, when my Glabrezu who had fused with the essence of the Infinite Staircase (a homebrewed mythic monster) came by and had parts of the staircase meld and explode, they knew they were in trouble, but not more than when they pissed off the completely standard Grey Slaad.</p><p></p><p></p><p></p><p>And if that's fine with your group, great. Our groups, on the other hand, are not playing that way at all, we know nothing about each other's character, we don't know everything that is going on or how special places work (and there are a lot of them, and mysterious physically, magically, in terms of intrigues, of NPCs, etc.). We just listen to the DM (and it rewards engagement and attentiveness), and try things out in character, with what we think our character knows. It's part of the mystery of the multiverse, and it makes discovering its secrets part of the journey.</p><p></p><p>I hasten to say that this is not a judgement of any kind, all tables are different and to each his own. Some players enjoy some aspects more than others, it's up to the DM to take this into account to provide the best experience he can for his table.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8388737, member: 7032025"] It's not odd at all, I've told you what my approach is, and you seem to think that it's not the right one for you, so I would like to see what your approach would produce on that spell. And this is exactly where my approach comes from, I cannot foresee all the cases, but I'll create an ad hoc ruling depending on the exact circumstances and use of the spell, using the overall consistency of the world as my main guideline, as well as MGF. OK, since you were mentioning falling, I made a connection to events like what happened in AD&D where a 20th paladin just jumped down into a mile-deep chasm, took her 70 points of falling damage (the average of the cap for falling damage), healed a bit and started chasing demons. It's exactly as with suggestion, I can't foresee all the types of buildings that there might be, from the ones with apparent stones to those completely smooth, those with windows or not, etc. Just as with suggestion, I'm not going to caracterise it, if the player asks me "does it look hard to climb", I will tell him how hard it looks which will give him an idea about the DC, and if he is clever, he will probably mention that it would be easier with climbing gear, etc. I'm still not sure what you expect of the DM in advance. Unless people are abusing the system with hasted tabaxi monks, I thought that the jumping distances are fairly clear in the books. I'm still not sure what you are looking for from your DM. That's fine, it's just that at our tables, I don't need to pull back the curtain, and I think it's good because sometimes the reason for which something works or not is not something that their characters could or should know about, so it avoids me having to jump through loops in these cases, which actually happen fairly frequently when there is a question of that kind. Which, however, happens infrequently because I really think that we share a common understanding as to how the fantasy worlds of D&D "work", including the planes and their bizarre effects (for "known" planes, but of course if the characters travel to a bizarre plane, I find it normal that they don't understand why things work strangely, at least at first until they can figure it out). I would not answer it, because it might just be wasting time for everyone. It is also my experience that people looking for abilities 6 levels ahear are not "idling" planning ahead. They are doing a build, and I've never seen anyone do that without some level of powergaming in mind. But maybe you can provide me examples of "idling planning ahead for six levels that had nothing to do with optimising/powergaming"... And I certainly don't do that. Monsters do not have a label saying "I'm a standard demon" or "I'm a homebrewed demon, I have strange abilities". Show, don't tell, when my Glabrezu who had fused with the essence of the Infinite Staircase (a homebrewed mythic monster) came by and had parts of the staircase meld and explode, they knew they were in trouble, but not more than when they pissed off the completely standard Grey Slaad. And if that's fine with your group, great. Our groups, on the other hand, are not playing that way at all, we know nothing about each other's character, we don't know everything that is going on or how special places work (and there are a lot of them, and mysterious physically, magically, in terms of intrigues, of NPCs, etc.). We just listen to the DM (and it rewards engagement and attentiveness), and try things out in character, with what we think our character knows. It's part of the mystery of the multiverse, and it makes discovering its secrets part of the journey. I hasten to say that this is not a judgement of any kind, all tables are different and to each his own. Some players enjoy some aspects more than others, it's up to the DM to take this into account to provide the best experience he can for his table. [/QUOTE]
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