Wormwood
Adventurer
I prefer it when the player decides that sort of thing.Celebrim said:So in other words, the DM decides when you run out of arrows because its dramaticly appropriate to the story?
I prefer it when the player decides that sort of thing.Celebrim said:So in other words, the DM decides when you run out of arrows because its dramaticly appropriate to the story?
The Ramayana? The Old Testament?Raven Crowking said:Really? What story is not made up of minutia and simulation? What story's success is not examined in the light of these benchmarks.
A perfectly valid response, depending on the level of the PC's. Handwave non-challenges unless the goal is to showcase the power of the protagonists cf. mooks-as-party-foils.DM: Don't bother me with minutia! They're some orcs! You fight them and win....
Because not all bean-counting is of equal importance? Some things are significant, others less so, some not at all. Moreover, certain aspects of play lose significance as character's level, as the game moves from The Black Company to the Justice League in medieval drag.If you ignore keeping track of ammo, why bother keeping track of gp? Or hit points? Or AC, for that matter?
I can't be the only D&D player who has looked at his 15th level character sheet and noticed the flask of oil and torches I bought at 1st-level.Mallus said:You have notices this change in the overall timbre of play, yes?
Lord Zardoz said:/snip
Ultimately, relying on Wonder through Obscurity Of Game Elements is not a particularly good approach. Having compelling characters, interesting story elements, and a compelling adventure hook seem much more important. And no amount of rules knowledge is likely to to impair those things.
END COMMUNICATION
And the war-dog.Wormwood said:I can't be the only D&D player who has looked at his 15th level character sheet and noticed the flask of oil and torches I bought at 1st-level.
Celebrim said:It is entirely that most players natural, expected, and perhaps even necessary desire to win encourages them to accept 'you have unlimited ammunition except when I say so', far more readily than 'you don't have any gold unless I say so' or 'monsters have the hit points remaining that I say that they have'. In other words, most players by thier natural inclination are more likely to accept fudging on thier behalf than they are fudging that they feel might actually work against them. Anytime the fudging might actually work against them, you'll find that they are exacting sticklers for every little minutiea. They'll want an exact accounting of the treasure down to the last brass ring.
They'll pause the game to recalculate thier attack bonus just in case that they forgot something.
It isn't that they ignore ammunition or encumberance or food because they think it will make for a better story. It's that these things they naturally 'forget' to do anyway not merely because they are time consuming or hard (because generally they aren't),
but because they feel it only penalizes them. And, when you tell them that they can forget about it anyway they are relieved because now they don't feel guilty for having been 'forgetting' about it.
No, the DM decides whether or not it is worthwhile to track details like arrows and food and gold. Do games which have an abstract wealth mechanic like d20 Modern fail to create good stories because the minutiae of how much money the characters have on them at any one time is not tracked?Celebrim said:So in other words, the DM decides when you run out of arrows because its dramaticly appropriate to the story?
Agreed, but the post I was responding to did not make such a distinction. In any case, I simply disagree with the premise that minutiae are required for a good story or a good game. Every story or game glosses over certain minutiae, whether it is going to the bathroom, keeping track of rations, or accounting for every last piece of ammunition.Again, story narratives don't really offer a good analogy to the sort of story creation which is being created within a game, and the game needs are different than story creation needs.
Besides which, as long as we are talking stories, Legolas runs out of arrows practically every time that they fight. He's always scavaging for arrows on the battlefield. He's almost always forced to do 'knife work'. He's always firing off 'his last arrow'. Gimli is pretty much always catching up to him in effectiveness because Legolas doesn't have unlimited ammunition. I don't think that Tolkien decides merely that it is dramatically appropriate for Legolas to run out of arrows at some point. Pretty much universally, he decides that its dramactically appropriate for archers to run out of arrows and there is rarely a battle with archers where they don't.
I quickly checked through my copy of the book, and I think that Legolas was involved in the following fights:Raven Crowking said:Is there any battle in which it is not explicit that Legolas is forced to scavenge arrows from the field? I hope you realize that we are talking about the guy who was so careful with verisimilitude that he can have Sam realize that more time passed in Lothlorian than it seemed like because of the phase of the moon.