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Can a Reach Weapon stop someone attacking you?
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<blockquote data-quote="AriochQ" data-source="post: 6639249" data-attributes="member: 6793324"><p>I agree with you in theory, but it appears we disagree on where we set the bar.</p><p></p><p>For example:</p><p></p><p>A player who wants to walk across the surface of a lake without magical aid? Impossible. Will automatically fail.</p><p></p><p>A player who wants to jump off a 25 foot roof, into a haycart, while unlocking a set of leg shackles on the way down, with one hand. Make a roll. With disadvantage. Target number is 35. (Probably won't make it, but the player should realize that when they come up with such a hair brained scheme. On the flip side, if they do make it, they will talk about it for years).</p><p></p><p>There are many game systems which use 'complications' as a mechanic. So, while auto-success may be desirable from a player perspective (or for mundane, easily completed tasks), adding a random factor adds to the storytelling. Also, I feel it is important to give the player the DC after they describe their action, but before they decide on actually doing it, that allows them to modify the action if their expectation was different than my ruling.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 6639249, member: 6793324"] I agree with you in theory, but it appears we disagree on where we set the bar. For example: A player who wants to walk across the surface of a lake without magical aid? Impossible. Will automatically fail. A player who wants to jump off a 25 foot roof, into a haycart, while unlocking a set of leg shackles on the way down, with one hand. Make a roll. With disadvantage. Target number is 35. (Probably won't make it, but the player should realize that when they come up with such a hair brained scheme. On the flip side, if they do make it, they will talk about it for years). There are many game systems which use 'complications' as a mechanic. So, while auto-success may be desirable from a player perspective (or for mundane, easily completed tasks), adding a random factor adds to the storytelling. Also, I feel it is important to give the player the DC after they describe their action, but before they decide on actually doing it, that allows them to modify the action if their expectation was different than my ruling. [/QUOTE]
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