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General Tabletop Discussion
*Dungeons & Dragons
Attacking defenseless NPCs
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<blockquote data-quote="5ekyu" data-source="post: 7627089" data-attributes="member: 6919838"><p>Maybe, but I see what's being discussed here as two parts.</p><p></p><p>Diceless vs Diced - pro and con. </p><p>Rules that serve us vs rules we fight against.</p><p></p><p>I have played and run both diced snd diceless games and they create very enjoyable experiences with the right groups. I have played diced games where honestly few dice were rolled. </p><p></p><p>I tend to recommend that DMs play/run diceless gsmes a couple times, it really helps you in running diced games. </p><p></p><p>But, as a general experience, the more into gritty details of character features you have, the more jarring or out of sorts the decisions of GM fiat resolutions become. In some ways, GM fiat undermines the effort even on success. It's less a case of "we won" as "he gave us that one."</p><p></p><p>So, for examplr.</p><p></p><p>Say a GM plays social encounters with little to no use of social skills, mostly resolved through roleplaying and GM fiat. "What you (player) told me (gm) as convincing so the character convinced the character."</p><p></p><p>In that kinda game you would see CHA as a dump stat. Some of us likely have.</p><p></p><p>On the other hand, if the GM established that it was character to character and a good pitch would not lead to GM fiat but to say "advantage" or maybe a shift in the NPC disposition- followed by a roll - then you see player side choices about CHA becoming meaningful. </p><p></p><p>Meaningful choices help the sense of engagement and empowerment. </p><p></p><p>Cases described in the recent weeks I have seen included GMs who claimed a lot of no-rolling social encounters having like no PCs with CHA over 10 and maybe here where no assassin or ambush fighters but GM has OSK fiat rules... </p><p></p><p>Perhaps those are linked?</p><p></p><p>Me?</p><p></p><p>I tend to just use rules, non-fiat rules, that create outcomes like what we like. If that means, for instance, opening up the "helpless auto-crit" to ranged attacks not just 5', that's fine.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7627089, member: 6919838"] Maybe, but I see what's being discussed here as two parts. Diceless vs Diced - pro and con. Rules that serve us vs rules we fight against. I have played and run both diced snd diceless games and they create very enjoyable experiences with the right groups. I have played diced games where honestly few dice were rolled. I tend to recommend that DMs play/run diceless gsmes a couple times, it really helps you in running diced games. But, as a general experience, the more into gritty details of character features you have, the more jarring or out of sorts the decisions of GM fiat resolutions become. In some ways, GM fiat undermines the effort even on success. It's less a case of "we won" as "he gave us that one." So, for examplr. Say a GM plays social encounters with little to no use of social skills, mostly resolved through roleplaying and GM fiat. "What you (player) told me (gm) as convincing so the character convinced the character." In that kinda game you would see CHA as a dump stat. Some of us likely have. On the other hand, if the GM established that it was character to character and a good pitch would not lead to GM fiat but to say "advantage" or maybe a shift in the NPC disposition- followed by a roll - then you see player side choices about CHA becoming meaningful. Meaningful choices help the sense of engagement and empowerment. Cases described in the recent weeks I have seen included GMs who claimed a lot of no-rolling social encounters having like no PCs with CHA over 10 and maybe here where no assassin or ambush fighters but GM has OSK fiat rules... Perhaps those are linked? Me? I tend to just use rules, non-fiat rules, that create outcomes like what we like. If that means, for instance, opening up the "helpless auto-crit" to ranged attacks not just 5', that's fine. [/QUOTE]
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