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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Oofta" data-source="post: 9384882" data-attributes="member: 6801845"><p>But there are DMs, like the one in my con game, who let PCs go significantly past what the rules allowed if it sounded cool. It was kind of annoying because one person that was really good at creating evocative visuals got very significant benefits while the rest of us were more-or-less by the rules didn't get those benefits. So you can't just say "Rule of cools is X" because different DMs will have different levels of what they will allow.</p><p></p><p>So a scenario: the PCs are in a room with two levels with the second level looking down on the first. The PC is on the second level and wants to leap onto the chandelier to grab it and attack the target while falling.</p><p></p><p>This isn't really covered directly by the rules, but the DM has to look at multiple factors. </p><ol> <li data-xf-list-type="ol">Is the chandelier strong enough to hold the PC? </li> <li data-xf-list-type="ol">How far away is the chandelier from the second level ledge and what do the rules say about how far the PC can leap? </li> <li data-xf-list-type="ol">What are the odds of grabbing on to the chandelier and is it just part of their move, an action, an attack? </li> <li data-xf-list-type="ol">When they leap down do they have a bonus of some kind?</li> <li data-xf-list-type="ol">What happens when they land?</li> </ol><p>So using the rules, these are all improvised actions. We're told how to handle them. </p><p></p><p><em>#1 Is the chandelier strong enough to hold the PC?</em> If you're uncertain, roll a D20. Personally I'd give someone a chance to make a determination of how likely the chandelier is to hold them with advantage if they have some appropriate proficiency like carpentry.</p><p></p><p><em>#2 How far away is the chandelier from the second level ledge and what do the rules say about how far the PC can leap?</em> That's pretty standard jump check based on strength and depends on whether you have a running start. If there's a railing that's more of a judgement call but I'd probably make it difficult terrain that costs 5 foot of movement. </p><p></p><p><em>#3 What are the odds of grabbing on to the chandelier and is it just part of their move, an action, an attack?</em> This is a bit tougher, but I'd make it an attack roll with target AC depending on type of chandelier. A simple, heavily built one is going to easier to grab than one with a ton of glass decorations. If you're trying to do this while still holding a weapon, you have disadvantage.</p><p></p><p><em>#4 When they leap down do they have a bonus of some kind?</em> I'd probably give them advantage on whatever attack action they're attempting.</p><p></p><p><em>#5 What happens when they land?</em> They'll likely take falling damage as appropriate since they're still falling. I sometimes grant an acrobatics check for relatively short falls to avoid going prone. It also likely ends their turn unless they do something like spend an action surge.</p><p></p><p>So is that rule of cool or just using the suggestions on improvised action? I think it's more the latter because nothing automatically happened, there was significant and obvious risk. It was cool, but as far as I'm concerned other than the acrobatics check to not fall prone which is a house rule I'm pretty much following the rules. Because the rules tell you that the rules can't possibly encompass everything.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9384882, member: 6801845"] But there are DMs, like the one in my con game, who let PCs go significantly past what the rules allowed if it sounded cool. It was kind of annoying because one person that was really good at creating evocative visuals got very significant benefits while the rest of us were more-or-less by the rules didn't get those benefits. So you can't just say "Rule of cools is X" because different DMs will have different levels of what they will allow. So a scenario: the PCs are in a room with two levels with the second level looking down on the first. The PC is on the second level and wants to leap onto the chandelier to grab it and attack the target while falling. This isn't really covered directly by the rules, but the DM has to look at multiple factors. [LIST=1] [*]Is the chandelier strong enough to hold the PC? [*]How far away is the chandelier from the second level ledge and what do the rules say about how far the PC can leap? [*]What are the odds of grabbing on to the chandelier and is it just part of their move, an action, an attack? [*]When they leap down do they have a bonus of some kind? [*]What happens when they land? [/LIST] So using the rules, these are all improvised actions. We're told how to handle them. [I]#1 Is the chandelier strong enough to hold the PC?[/I] If you're uncertain, roll a D20. Personally I'd give someone a chance to make a determination of how likely the chandelier is to hold them with advantage if they have some appropriate proficiency like carpentry. [I]#2 How far away is the chandelier from the second level ledge and what do the rules say about how far the PC can leap?[/I] That's pretty standard jump check based on strength and depends on whether you have a running start. If there's a railing that's more of a judgement call but I'd probably make it difficult terrain that costs 5 foot of movement. [I]#3 What are the odds of grabbing on to the chandelier and is it just part of their move, an action, an attack?[/I] This is a bit tougher, but I'd make it an attack roll with target AC depending on type of chandelier. A simple, heavily built one is going to easier to grab than one with a ton of glass decorations. If you're trying to do this while still holding a weapon, you have disadvantage. [I]#4 When they leap down do they have a bonus of some kind?[/I] I'd probably give them advantage on whatever attack action they're attempting. [I]#5 What happens when they land?[/I] They'll likely take falling damage as appropriate since they're still falling. I sometimes grant an acrobatics check for relatively short falls to avoid going prone. It also likely ends their turn unless they do something like spend an action surge. So is that rule of cool or just using the suggestions on improvised action? I think it's more the latter because nothing automatically happened, there was significant and obvious risk. It was cool, but as far as I'm concerned other than the acrobatics check to not fall prone which is a house rule I'm pretty much following the rules. Because the rules tell you that the rules can't possibly encompass everything. [/QUOTE]
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