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<blockquote data-quote="pming" data-source="post: 8135571" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I think this is telling on DM "style". In my mind, the DM is never actually "pitting his players/PC's against it". The DM should have no "I" in the race; it's not the DM doing it...it's the various rules and subsystems of the game, and the understanding that the DM is there to run the game as a neutral arbiter and 'producer/director' (although that's not true either...but close...I guess he's more like a 'moderator of the free-form improv').</p><p></p><p>While I think I get what you mean, it always sounds weird for me to read when a DM says that it is "them" doing something "to the PC's". It's not...unless the DM doesn't use the rules or dice and just decides stuff on a whim. When I roll an Ancient Red Dragon random encounter that I placed there in the tables, and the PC's are low level, it's not <strong><em>ME </em></strong>who is "doing it to the Players' Characters". I only roll the dice and look at the table.</p><p></p><p></p><p>That's what the "NPC/Monster Reactions" table was used for back in Ye Olden' Editions. I don't <em>think</em> 5e has Reaction tables...does it? There is also the Surprise rules from Ye Olden' Editions; where the Red Dragon could be "surprised" and the PC's are not. This gives the PC's an opportunity to flee/hide or pre-emptively attack if they so choose. It is also worth noting that the Reaction Table were meant to be consulted more than once. Initially, upon first encounter. Then up to 2 more times, depending on circumstances. These secondary 'reaction' checks were also called "Morale Checks"; basically, particularly ferocious monsters (or things with no 'emotions', like Golems or Undead) would be more inclined (or always) to chose to continue to fight. Timid monsters would run away or surrender. All based primarily on dice rolls...unless the DM decided otherwise, of course.</p><p></p><p>Anyway, I think this is a case of "old school expectations of play" versus "new school expectations of play". In old school games, the DM sets up and runs adventures that are designed to KILL the PC's (fairly, mind you). In more modern, new school games, the DM sets up and runs adventures that are designed to CHALLENGE the PC's (...not necessarily fairly, imnsho). I much prefer the Old School style, obviously! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8135571, member: 45197"] Hiya! I think this is telling on DM "style". In my mind, the DM is never actually "pitting his players/PC's against it". The DM should have no "I" in the race; it's not the DM doing it...it's the various rules and subsystems of the game, and the understanding that the DM is there to run the game as a neutral arbiter and 'producer/director' (although that's not true either...but close...I guess he's more like a 'moderator of the free-form improv'). While I think I get what you mean, it always sounds weird for me to read when a DM says that it is "them" doing something "to the PC's". It's not...unless the DM doesn't use the rules or dice and just decides stuff on a whim. When I roll an Ancient Red Dragon random encounter that I placed there in the tables, and the PC's are low level, it's not [B][I]ME [/I][/B]who is "doing it to the Players' Characters". I only roll the dice and look at the table. That's what the "NPC/Monster Reactions" table was used for back in Ye Olden' Editions. I don't [I]think[/I] 5e has Reaction tables...does it? There is also the Surprise rules from Ye Olden' Editions; where the Red Dragon could be "surprised" and the PC's are not. This gives the PC's an opportunity to flee/hide or pre-emptively attack if they so choose. It is also worth noting that the Reaction Table were meant to be consulted more than once. Initially, upon first encounter. Then up to 2 more times, depending on circumstances. These secondary 'reaction' checks were also called "Morale Checks"; basically, particularly ferocious monsters (or things with no 'emotions', like Golems or Undead) would be more inclined (or always) to chose to continue to fight. Timid monsters would run away or surrender. All based primarily on dice rolls...unless the DM decided otherwise, of course. Anyway, I think this is a case of "old school expectations of play" versus "new school expectations of play". In old school games, the DM sets up and runs adventures that are designed to KILL the PC's (fairly, mind you). In more modern, new school games, the DM sets up and runs adventures that are designed to CHALLENGE the PC's (...not necessarily fairly, imnsho). I much prefer the Old School style, obviously! :) ^_^ Paul L. Ming [/QUOTE]
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