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General Tabletop Discussion
*Dungeons & Dragons
Common sense isn't so common and the need for tolerance
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<blockquote data-quote="Tony Vargas" data-source="post: 7247467" data-attributes="member: 996"><p>Hmmm... why tell them the DC? </p><p>And how is that a problem, that's prettymuch just the resolution system, except for not calling for a specific check...</p><p></p><p> Good CHA and proficient in Deception? Not too likely to fail a DC 10. Certainly not if he's a rogue or bard with Expertise in it. I suppose at first level, but nothing's 'easy' at 1st level...</p><p></p><p> Wait, how does a rulebook do communication for you? You mean because it might contain actual, functional rules that cover most situations without reference to the GM, so everyone at the table knows what their characters are actually capable of? </p><p></p><p>You also don't really get a hint that you're supposed to have that conversation (and, I'm not convinced you are: the player is supposed to the declare an action, the DM to narrate success/failure or call for a roll - nothing about explaining that decision to the player). 5e, IMHX, plays well 'close to the vest,' take all that behind the DM screen and narrate what happens as a consequence. Heck, making rolls in secret can work better than calling for them anytime there might be a surprise in the consequences of success/failure...</p><p></p><p>Now there are games - like, what-is-that-indie-game.... Blades in the Dark, Powered by the Apocalypse system, I think - that do walk you through about that kind of conversation. What are you trying to do, how are you trying to do it, what are you putting at stake to get it done, etc... making the players more like authors of the story.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7247467, member: 996"] Hmmm... why tell them the DC? And how is that a problem, that's prettymuch just the resolution system, except for not calling for a specific check... Good CHA and proficient in Deception? Not too likely to fail a DC 10. Certainly not if he's a rogue or bard with Expertise in it. I suppose at first level, but nothing's 'easy' at 1st level... Wait, how does a rulebook do communication for you? You mean because it might contain actual, functional rules that cover most situations without reference to the GM, so everyone at the table knows what their characters are actually capable of? You also don't really get a hint that you're supposed to have that conversation (and, I'm not convinced you are: the player is supposed to the declare an action, the DM to narrate success/failure or call for a roll - nothing about explaining that decision to the player). 5e, IMHX, plays well 'close to the vest,' take all that behind the DM screen and narrate what happens as a consequence. Heck, making rolls in secret can work better than calling for them anytime there might be a surprise in the consequences of success/failure... Now there are games - like, what-is-that-indie-game.... Blades in the Dark, Powered by the Apocalypse system, I think - that do walk you through about that kind of conversation. What are you trying to do, how are you trying to do it, what are you putting at stake to get it done, etc... making the players more like authors of the story. [/QUOTE]
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Common sense isn't so common and the need for tolerance
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