D&D General Alternate thought - rule of cool is bad for gaming


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Rule of Cool should be embraced by all who have EMPOWERMENT.

It explains that DM's judgement should override the rules, because it creates a more fun game.

I think the real issue is expectations of genre and style of play. If you want over-the-top-basically-wire-fu like the OP's example of leaping on top of a dragon 30 feet in the air, go for it. But make sure everybody wants that style of game. It isn't about empowerment, it's about what kind of game you want to play.
 

This is no different than having no rules then. A player has a 30% chance of doing practically anything they want to. Why spend your time taking all the skills or classes or feats if anyone can say "I wanna od this cause its cool" and still have a decent chance on a dice roll to succeed?
Hopefully the rules make certain actions more likely to succeed than others though.
 

I find Rule of Cool facilitates and smooths out gameplay far more than it hinders it. There are outlier situations like always, such as a DM favoring one player over another consistently, but those are an issue of DM experience and shouldn't be used to condemn a flexible and useful DM tool like Rule of Cool.

The most common use of Rule of Cool I've seen is "Fudging the Action Economy." The swashbuckler wants to grab a chandelier, swing from it, and still get all their attacks? Sure. The assassin waits around the corner and wants to rush out and stab her mark when they pass by? Sure. You draw two weapons at the same time, or stow a sword to draw a bow and still get to shoot it? Sure.

I allow all of these in moderation because they are quality of life improvements. My game is more fun because of it. The important thing (for me) is making sure everyone at the table has equal opportunity to benefit, and these little advantages in the action economy are being shared around the table. Bob is cool with Jane getting it, because Bob knows he can get the same benefit later.

The second most common is just allowing things normal people can do, even if the rules don't necessarily support it. @Charlaquin used a great example of an archer disarming someone with a shot. Battlemaster has a maneuver for it, so whatever the player accomplishes should not be as potent, but it's something anyone could do (though not easily). In this case, allowing it but sacrificing damage is a pretty easy ruling to make.

Parity is a big issue that comes up a lot when invoking Rule of Cool. It might even deserve an entire thread of its own, but it's the basic idea/argument that a creative action taken by a character should be equal to just attacking, or slightly better with a skill check to balance out the added risk. It's easy for a DM to lose Parity either by asking for checks without the result being slightly better, or giving too much action economy to the player with no addition risk.
Your second option works for me a lot better than your first.
 

Indeed; and some of us aren't even happy with action-movie degrees of implausibility (including while watching action movies!), because the specific intent is that it's supposed to be real-world believable and far too often it isn't.

I think you're making a categorical error if you think those are supposed to be real-world believable in many cases. They're literally cinematic conceits.

Which doesn't mean you have to like it, but at that point the whole "rule of cool" thing is outside your wheelhouse anyway.
 



Can I ask why?

Because past experience has taught me that on the whole, neither GMs nor players are good at that. Including GMs who claim they are.

(Again, to make it clear, this is not a claim about malice, but people simply not being good at managing that sort of thing for various reasons).
 

Mod Note:

@Ruin Explorer @deadman1204

You’re at it again/still?

How about y’all use your respective ignore features on each other? In the meantime, I’ll be reducing this thread’s rancorous clutter by using this site’s features to threadban you both.
 

Hopefully the rules make certain actions more likely to succeed than others though.
Maybe they advise us rolling a die. And to determine how likely something is to succeed, they tell us to designate a target number.
And to differentiate a bit between different characters, they have us assign some numbers to the character. And then depending on the number add a bonus to the roll.
Lets decide what die might work well for such a... lets call it "ability check"... maybe a 20 sided die gives a good probability distribution.

;)
 
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