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<blockquote data-quote="Nagol" data-source="post: 5709396" data-attributes="member: 23935"><p>Yes, for a few reasons -- especially because of the out-of-combat rather than the in-combat changes.</p><p></p><p>1) If they have an AWESOME time and decide to join a different group, they will immediately find their first experience does not match the play of the second group. Without an understanding of the parameters, they are as likely as not to conclude that the second DM sucks compared to the first.</p><p></p><p>2) There is a subset of players that like their in-game accomplishments came because they are just that awesome at playing. Giving that group of players auto-win buttons undermines their enjoyment and they feel cheated if they figure it out. (I'm one of these).</p><p></p><p>3) It builds common expectations around what is possible and what is likely inside the game. In an dramatic game, the PC may be able to jump 25 feet to clear the chasm as the behir charges close behind him. A player may not expect that such a feat is even possible and won't try the stunt. In fact, if the player has any inkling about the default assumptions, he may play much more cautiously than his compatriots because he doesn't understand the normal failure chances have been waived. <em>The cautious character is effectively being punished for the player having expectations.</em></p><p></p><p>3) If they talk to someone else who has played the game under the default expectations, there will be a disconnect. Neither will nuderstand why their experiences are so different.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5709396, member: 23935"] Yes, for a few reasons -- especially because of the out-of-combat rather than the in-combat changes. 1) If they have an AWESOME time and decide to join a different group, they will immediately find their first experience does not match the play of the second group. Without an understanding of the parameters, they are as likely as not to conclude that the second DM sucks compared to the first. 2) There is a subset of players that like their in-game accomplishments came because they are just that awesome at playing. Giving that group of players auto-win buttons undermines their enjoyment and they feel cheated if they figure it out. (I'm one of these). 3) It builds common expectations around what is possible and what is likely inside the game. In an dramatic game, the PC may be able to jump 25 feet to clear the chasm as the behir charges close behind him. A player may not expect that such a feat is even possible and won't try the stunt. In fact, if the player has any inkling about the default assumptions, he may play much more cautiously than his compatriots because he doesn't understand the normal failure chances have been waived. [I]The cautious character is effectively being punished for the player having expectations.[/I] 3) If they talk to someone else who has played the game under the default expectations, there will be a disconnect. Neither will nuderstand why their experiences are so different. [/QUOTE]
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