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Climbing a tower rules 5e
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<blockquote data-quote="Charlaquin" data-source="post: 8200664" data-attributes="member: 6779196"><p>I used the term “illusion” only because you had earlier compared the DM’s role to that of a magician. My intent was not to downplay the feeling of tension that unknown difficulty can create.</p><p></p><p>Well, the player will know because I don’t ask for checks to resolve impossible tasks. Since the player will know, I prefer to convey that information diagetically. And in general, I assume the characters have a strong (though not perfect - that’s where the dice roll comes in) awareness of their own capabilities.</p><p></p><p>I mean, part of my goal is to eliminate that distinction. The mechanics should encourage players who are invested in their characters’ success to make decisions as their characters would. Knowing the DC accomplishes that, by giving the players a simulacrum of the characters’ understanding of their own capabilities, as well as smoothing over errors in assessment that come from the players having to rely on my description rather than their own senses.</p><p></p><p>Yes, but human brains are not rational, and knowing the odds creates a greater <em>feeling</em> of agency, even if you in fact have exactly the same agency either way.</p><p></p><p>I suppose it would be fair to say that knowing the DC creates the <em>illusion</em> of greater agency <img class="smilie smilie--emoji" alt="😜" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61c.png" title="Winking face with tongue :stuck_out_tongue_winking_eye:" data-shortname=":stuck_out_tongue_winking_eye:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8200664, member: 6779196"] I used the term “illusion” only because you had earlier compared the DM’s role to that of a magician. My intent was not to downplay the feeling of tension that unknown difficulty can create. Well, the player will know because I don’t ask for checks to resolve impossible tasks. Since the player will know, I prefer to convey that information diagetically. And in general, I assume the characters have a strong (though not perfect - that’s where the dice roll comes in) awareness of their own capabilities. I mean, part of my goal is to eliminate that distinction. The mechanics should encourage players who are invested in their characters’ success to make decisions as their characters would. Knowing the DC accomplishes that, by giving the players a simulacrum of the characters’ understanding of their own capabilities, as well as smoothing over errors in assessment that come from the players having to rely on my description rather than their own senses. Yes, but human brains are not rational, and knowing the odds creates a greater [I]feeling[/I] of agency, even if you in fact have exactly the same agency either way. I suppose it would be fair to say that knowing the DC creates the [I]illusion[/I] of greater agency 😜 [/QUOTE]
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