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*Dungeons & Dragons
Changeling (from the UA article): crazy broken?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6521057" data-attributes="member: 6775031"><p>You know how the game is played: The DM describes the scenario, the players describe their actions, and the DM narrates the resolution.</p><p></p><p>Players conspiring with each other about what actions a character should take is immaterial, because each player is in charge of describing the actions of their own character. The player of the changeling is the one who decides whether to play it safe, or to throw everyone into mortal danger. If you want, you can try to make the decision seem less stupid, by claiming that the character forgot about the ability, or had some other (perhaps philosophical) aversion to the obvious course of action, but the character still comes off as an idiot for taking unnecessary risks. In order to not seem stupid, there would need to be a real factual reason for acting as such - if there were sharks in the water, for example. (Of course, the existence of sharks falls under "describing the scenario" - that's entirely the job of the DM, and not up to the players in any way.) </p><p></p><p>You can always say that you're just playing the character honestly, and the character would honestly do the stupid thing in the given situation, but that's a degenerate solution. Most players don't want to play characters who act stupidly, and even when they do, it's not nice to force everyone <em>else</em> to play characters who are foolish enough to put up with this walking liability.</p><p></p><p>This is exactly true. It is not on the players to try and <em>make</em> the game more exciting. There is some impetus on the DM to present an interesting scenario with the <em>potential</em> for an exciting story, but as long as you follow the 1-2-3 of How to Play, you don't need to worry about the story because it will take care of itself <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></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6521057, member: 6775031"] You know how the game is played: The DM describes the scenario, the players describe their actions, and the DM narrates the resolution. Players conspiring with each other about what actions a character should take is immaterial, because each player is in charge of describing the actions of their own character. The player of the changeling is the one who decides whether to play it safe, or to throw everyone into mortal danger. If you want, you can try to make the decision seem less stupid, by claiming that the character forgot about the ability, or had some other (perhaps philosophical) aversion to the obvious course of action, but the character still comes off as an idiot for taking unnecessary risks. In order to not seem stupid, there would need to be a real factual reason for acting as such - if there were sharks in the water, for example. (Of course, the existence of sharks falls under "describing the scenario" - that's entirely the job of the DM, and not up to the players in any way.) You can always say that you're just playing the character honestly, and the character would honestly do the stupid thing in the given situation, but that's a degenerate solution. Most players don't want to play characters who act stupidly, and even when they do, it's not nice to force everyone [I]else[/I] to play characters who are foolish enough to put up with this walking liability. This is exactly true. It is not on the players to try and [I]make[/I] the game more exciting. There is some impetus on the DM to present an interesting scenario with the [I]potential[/I] for an exciting story, but as long as you follow the 1-2-3 of How to Play, you don't need to worry about the story because it will take care of itself :-) [/QUOTE]
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Changeling (from the UA article): crazy broken?
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