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Cheating, Action Points, and Second Wind
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<blockquote data-quote="Kwalish Kid" data-source="post: 3980604" data-attributes="member: 446"><p>The discussion here is good evidence of why DMs changing rules or modifying the game is something that they do carefully and at the risk of social punishment. For longer than I've been playing, there have been explicit instructions to the DM to change rules in order to assist play. However, different players define "play" in different ways. Thus those players who demand a "risk challenge" (to coin a phrase half borrowed from a previous poster), will see any deviation from the rules, except those deviations that overcome conflicts or cover areas not done well in the rules, as a deviation from the social norms of the game and thus at least akin to cheating.</p><p></p><p>I'm with Piratecat (happily) in that I don't think that this discussion has gone far off topic. I think that the desire for cinematic play is exactly the kind of social norm that varies from table to table, depending on the desires of the gamers involved, and this sets the acceptability for Dm rules changes.</p><p></p><p>JohnSnow gave an excellent list of ways to make D&D more cinematic that involved minimal rules changes. Accompanying these minimal rules changes would be an expectation of the group about the kind of story told by the gaming sessions. This might make their game different from the (more purely) risk challenge game desired by other gamers and thus make DM changes during play more acceptable.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 3980604, member: 446"] The discussion here is good evidence of why DMs changing rules or modifying the game is something that they do carefully and at the risk of social punishment. For longer than I've been playing, there have been explicit instructions to the DM to change rules in order to assist play. However, different players define "play" in different ways. Thus those players who demand a "risk challenge" (to coin a phrase half borrowed from a previous poster), will see any deviation from the rules, except those deviations that overcome conflicts or cover areas not done well in the rules, as a deviation from the social norms of the game and thus at least akin to cheating. I'm with Piratecat (happily) in that I don't think that this discussion has gone far off topic. I think that the desire for cinematic play is exactly the kind of social norm that varies from table to table, depending on the desires of the gamers involved, and this sets the acceptability for Dm rules changes. JohnSnow gave an excellent list of ways to make D&D more cinematic that involved minimal rules changes. Accompanying these minimal rules changes would be an expectation of the group about the kind of story told by the gaming sessions. This might make their game different from the (more purely) risk challenge game desired by other gamers and thus make DM changes during play more acceptable. [/QUOTE]
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