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Can a PC perform a miracle with a stat/skill check?
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<blockquote data-quote="iserith" data-source="post: 6521863" data-attributes="member: 97077"><p>Couple of things to start:</p><p></p><p>1. I have read the rules, ran the game, played in the game. What I didn't do was design the game.</p><p></p><p>2. Respectfully, I think you're over-thinking a game made for Ages 12+. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>This leads me to a question of my own: Have you run D&D 5e? Have you played it? Or is it all theory at this point?</p><p></p><p>Here's how I see it: We have a goal when we sit down to the table to have a good time and create an exciting, memorable story as a result of play. What constitutes those two things varies from group to group. My consistently-given advice is to hash that out before every campaign even within the same group. Once consensus is reached, we sift through the toolbox the game provides us and use the rules and options that helps us best achieve those goals.</p><p></p><p>What I don't see from this game are mandated processes and procedures to follow like in, say, Dungeon World (a game I also run, play in, and enjoy). The rules are just tools we use (or ignore) as we need to facilitate achieving the goals of play. The DMG tells us this in more than one place in so many words.</p><p></p><p>In the end, all that matters is whether we achieve those goals during a play session. So when it comes to forum arguments about game balance (for example) which tend to be centered around defensively DMing to curb player abuse of rules-legal options, I have to ask whether people have taken the time to sit down with their players and come to an agreement that abuse just isn't going to help achieve the goal of fun. It's through the lens of the goals of play that it becomes very easy to see what we need to do to make the game successful and oftentimes it's a matter of a simple discussion among the group.</p></blockquote><p></p>
[QUOTE="iserith, post: 6521863, member: 97077"] Couple of things to start: 1. I have read the rules, ran the game, played in the game. What I didn't do was design the game. 2. Respectfully, I think you're over-thinking a game made for Ages 12+. :) This leads me to a question of my own: Have you run D&D 5e? Have you played it? Or is it all theory at this point? Here's how I see it: We have a goal when we sit down to the table to have a good time and create an exciting, memorable story as a result of play. What constitutes those two things varies from group to group. My consistently-given advice is to hash that out before every campaign even within the same group. Once consensus is reached, we sift through the toolbox the game provides us and use the rules and options that helps us best achieve those goals. What I don't see from this game are mandated processes and procedures to follow like in, say, Dungeon World (a game I also run, play in, and enjoy). The rules are just tools we use (or ignore) as we need to facilitate achieving the goals of play. The DMG tells us this in more than one place in so many words. In the end, all that matters is whether we achieve those goals during a play session. So when it comes to forum arguments about game balance (for example) which tend to be centered around defensively DMing to curb player abuse of rules-legal options, I have to ask whether people have taken the time to sit down with their players and come to an agreement that abuse just isn't going to help achieve the goal of fun. It's through the lens of the goals of play that it becomes very easy to see what we need to do to make the game successful and oftentimes it's a matter of a simple discussion among the group. [/QUOTE]
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