Uni-the-Unicorn!
Hero
Actually, this is a general thread - we are talking all editions.I don't remember, but that doesn't seem too far off 3e...but we are talking 5e
Actually, this is a general thread - we are talking all editions.I don't remember, but that doesn't seem too far off 3e...but we are talking 5e
I agree. We are misunderstanding each other. I am suggesting that the game mechanic fixation is meta nonsense, not the idea that the "people" could or couldn't learn something. Lanefan was saying for an NPC (could have been in a different post - I've lost track at this point) to have a game mechanic, then a PC must have "hard coded" access to the same mechanic. That is not about living "people" it is a game mechanic symmetry that is foolish IMO.I don't agree with that. While I don't think you have to build them the same(see my earlier posts), I do think that what one can learn to do, the other can learn to do. The reason for that is in the game world there are no PCs and NPCs. There are just people. PC and NPC are simply tags for the players to differentiate which people in the game world belong to which players. The PCs belong to the Players(capital P player) and the NPCs belong to the player who is DMing. Since there is no in-world differentiation between the two, what one can learn to do or acquire the ability to do, it's possible for the other as well. That's the internal consistency.
The emphasis there is "was".
I've always taken the "Human" header in those type of undead stat blocks to be nothing more than a guide to narration: it was a Human, meaning it's about Human-sized/shaped/proportioned/etc. and so that's what it should be described as; as opposed to if it said "Dwarf" which would lead to slightly different narration.
The Ringwraiths were Human once, but nobody calls them Human now.
Undeath and lycanthropy are completely different things.
Lycanthropy is a disease or curse (depending how you frame it) within a living being; bluntly put, you're a Human with a problem.
Undeath is an unnatural state of a dead being. You're not Human any more, though you might look like one; you're a [insert undead type here].
Only in appearance and description, I think; it'd still have the same abilities and properties of a Human-based Death Knight.He was, but his skeleton is still that of a human. All his history and training are that of a human. This is what 3e rightly recognised in not losing track of what he was before. A death knight made from a lizardfolk would probably be quite different.
Undeath as the result of a curse still doesn't bypass the prime qualifier for undeath: you first have to be dead, at which point your species when alive becomes largely irrelevant until-unless you return to life via means other than Reincarnation.And sometime, undeath is the result of a curse as well. My point is that I loved the 3e templates, who did add things but did not overwrite what the character was before, so that if things were done to him, you knew what he would come back as. For example curing lycanthropy, or killing the undead and resurrecting the person. Both can be cured...
Only in appearance and description, I think; it'd still have the same abilities and properties of a Human-based Death Knight.
Undeath as the result of a curse still doesn't bypass the prime qualifier for undeath: you first have to be dead, at which point your species when alive becomes largely irrelevant until-unless you return to life via means other than Reincarnation.
As for destroying the undead and then reviving the original person, I have it that if a corpse becomes undead any thought of that person returning to life is pretty much off the table. A very-well-worded Wish is about the only way around this and it requires some thinking outside the box; simply Wishing the person back to life isn't enough.
the entire thread maybe, but I responded to this... that calls out 5eActually, this is a general thread - we are talking all editions.
What you are talking about is PCs. And, the game actually does allow the PCs to do all of those things in the RAW (at least 5e does). Additionally, as the DM I am willing to work with anyone to allow them to do things beyond the limit of their class - that is what (again 5e) down time, training, and feats are for.
They system doesn't limit you much at all really. At least IME.
The ball's still in the players' hands, though to start them.
And once in a while those players have a point.
Yes you are. You're saying I have to play it within a bounded area of ethos, outlook, and actions regardless what the character might otherwise be or do; and that's telling me how to play.
Out-of-character conflict around the table is bad but in-character conflict within the party is not, and one just has to trust one's players to be wise enough to keep the two separate.
And this alone is a good reason to spin the first few levels out longer than just a session or two each; as it's during these very low levels that the characters in-character can get these conflicts out of their systems and sort out who's welcome in the party and who isn't.
The history of the character is part of the campaign, yes; but the future of that character still belongs to its player.
Orwellian groupthink has come to D&D. By this stricture individual thinking is banned. Individual or unilateral in-character action is banned. A character acting on its own agenda is banned. Chaotic PCs might as well be banned.
This type of advice intentionally ignores the fact that an adventuring party is made up of free-thinking individuals. Part of the true joy of D&D is that as your character - as well as your party - you can (try to) do what you want, often without the fetters imposed by real life.
If it's done in character it should be sorted out in character; and the players all have to remember that not every character is going to think like theirs do.
A common example is a party dithering on its tactics planning, which can get boring as hell after the first few minutes for characters (and players) not directly involved - i.e. the non-tacticians of the group. In these cases the sooner someone does something crazy the better, whether its my PC or someone else's.
If the party splits in X directions it's my job as DM to run that many parallel games however I can until-unless they get back together.
Sure; but the same underlying mechanics are being used, right? The barrel example is a simple case of passing one Hide check and failing the next - no problem there as it reflects the reality of the Rogue not being perfect every time.
What I'm talking about are precedent-setting rulings where the DM doesn't adhere to the precedent. An example: say my PC has got hold of an Adamantine Axe whose main property is that is cannot lose its edge no matter what. So, we get to a stone door our Rogue can't open and as my action I declare "I'll try using my axe to chop through it." The DM, who never considered idea this when dreaming up the Axe, thinks about it a moment then says "Well, if you don't mind spending half an hour at it and don't care how much noise you make then yes, you chop through the door" (i.e. makes a ruling and grants auto-success).
Simple fleeting moment in play, right. But wait. With that ruling the DM has just set and locked in a precedent: Adamantine Axes can cut through stone, albeit slowly. Which means I-as-player can now expect - or certainly should be able to expect - this to be a consistent thing going forward and thus can base decisions around this information; and if the next time I meet a similar stone door I'm told I can't cut though it I'm going to both in and out of character be asking why.
When it comes to the mechanics of the game, they ARE game pieces. You only need the mechanics that will be useful to you as the DM, everything else that makes them a person is part of the illusion you weave for your players and you don't need to set them down on paper unless it comes up.Except they're not just game pieces, they're inhabitants of the setting just like the PCs are.
Only looking at them - or the PCs, for that matter - as game pieces is what blows up setting consistency.
Sure. Though I feel that thinking about how common 'high level' people are and what sort magic is available at what level helps me to keep the world coherent, even if the NPCs weren't actually built using PC rules. I like the world to feel somewhat objectivish, so having such framework helps me answer questions like "would a person capable of casting such a spell be likely to be found in this location" without the answer being utterly arbitrary. I'm not talking about any sort of population distribution charts or anything so detailed or mathy, just some general idea of the ballpark.When it comes to the mechanics of the game, they ARE game pieces. You only need the mechanics that will be useful to you as the DM, everything else that makes them a person is part of the illusion you weave for your players and you don't need to set them down on paper unless it comes up.
That local Cleric the PC encounter? Does he know how to remove a curse? Sure, why not. What level is he? I dunno, high enough for Greater Restoration, and yeah he has it prepared why wouldn't he?
Trying to figure out how many spell slots a NPC has and what all of his prepared spells are and what he has in his backpack in detail... all that stuff's useless and I'll just make arbitrary decisions if it comes up and then jot them down and stick with that, but until then that NPC is just in a state of quantum flux.
Sure, you gotta be consistent with your world design, but you don't need precise rules to make those decisions, nor do you need to make those decisions in advance.Sure. Though I feel that thinking about how common 'high level' people are and what sort magic is available at what level helps me to keep the world coherent, even if the NPCs weren't actually built using PC rules. I like the world to feel somewhat objectivish, so having such framework helps me answer questions like "would a person capable of casting such a spell be likely to be found in this location" without the answer being utterly arbitrary. I'm not talking about any sort of population distribution charts or anything so detailed or mathy, just some general idea of the ballpark.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.