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Balancing "RP" and "G"
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<blockquote data-quote="DonTadow" data-source="post: 2745499" data-attributes="member: 22622"><p>In both ways you're changing the system to fit your needs. </p><p></p><p>First, the system is not set up to be adversarial, that is to say, it is not set up so that what the dm does mimics the rules the pcs does. By definition the rules are not equal. The rules say I can place combatants anywhere I wish at the beginning of an encounter, it does not say the same about pcs. The rules allow me to add reinforcements into a battle, it does not do so for the pcs. The rules allow me to set DCs for skill checks. The PCs are limited to their DCs to the abilities of their characters. So, you can not compare what a pc does to what the dm does, because its too different games. </p><p></p><p>If I make a house rule, 9 times out of 10 it effects the pcs, as it could not possibly affect the dm. Solitair can not be compared to D and D because it is a game that, if played with more than one person, becomes adversarial and thus both players play with the same rules. </p><p></p><p>House rules change the game in ways that the creators either did not design or did not come into agreement on. </p><p></p><p>The example you give does not support anti-fudging but supports bad dm'n. There are some things you can't teach in dungeons and dragons. How and when to use puzzles, when to use your judgement instead of the rules, when and when not to fudge. All these go under one question though, what would make my pcs more entertained and won't seriously disrupt the game. Saving a barbarian who has taken 18 hit point of damage when he was at 2 hp is disruptive to the game. Saving a barbarian who was under a confusion spell the entire campaign and wondered into an orc axe for 13 points of damage then telling the person he's unconcssious but not dead is a good call. </p><p></p><p>The easiest thing is to do is follow the rules and never vere. But if that's the only job a dm is doing its a pretty easy cruise.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2745499, member: 22622"] In both ways you're changing the system to fit your needs. First, the system is not set up to be adversarial, that is to say, it is not set up so that what the dm does mimics the rules the pcs does. By definition the rules are not equal. The rules say I can place combatants anywhere I wish at the beginning of an encounter, it does not say the same about pcs. The rules allow me to add reinforcements into a battle, it does not do so for the pcs. The rules allow me to set DCs for skill checks. The PCs are limited to their DCs to the abilities of their characters. So, you can not compare what a pc does to what the dm does, because its too different games. If I make a house rule, 9 times out of 10 it effects the pcs, as it could not possibly affect the dm. Solitair can not be compared to D and D because it is a game that, if played with more than one person, becomes adversarial and thus both players play with the same rules. House rules change the game in ways that the creators either did not design or did not come into agreement on. The example you give does not support anti-fudging but supports bad dm'n. There are some things you can't teach in dungeons and dragons. How and when to use puzzles, when to use your judgement instead of the rules, when and when not to fudge. All these go under one question though, what would make my pcs more entertained and won't seriously disrupt the game. Saving a barbarian who has taken 18 hit point of damage when he was at 2 hp is disruptive to the game. Saving a barbarian who was under a confusion spell the entire campaign and wondered into an orc axe for 13 points of damage then telling the person he's unconcssious but not dead is a good call. The easiest thing is to do is follow the rules and never vere. But if that's the only job a dm is doing its a pretty easy cruise. [/QUOTE]
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