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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Lanefan" data-source="post: 7791193" data-attributes="member: 29398"><p>Easy. Make it up. Make rulings. You're the DM - you tell the game what to do, rather than the reverse.</p><p></p><p>Note what rulings you make as you make them, so next time the same situation arises you already know what to do. And in your current situation you might want to pre-emptively bang out some notes on Intimidate and what it can do or not do in various situations, and how, at your table; and provide these to your players to put in their PHs.</p><p></p><p>Then, stick with your rulings until and unless you later realize you've made a glaring mistake (and it WILL happen!), at which point own up to your mistake, tell your table how you're going to change that ruling going forward, and carry on.</p><p></p><p>In short - it's intentional in 5e that the game as played at your table isn't expected to be exactly the same as Bob's down the street or Mary's at your FLGS. The rules provide the framework that you then flesh out to make your game yours.</p><p></p><p>It's the opposite philosohy from 3e or PF, where there's a rule for everything.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7791193, member: 29398"] Easy. Make it up. Make rulings. You're the DM - you tell the game what to do, rather than the reverse. Note what rulings you make as you make them, so next time the same situation arises you already know what to do. And in your current situation you might want to pre-emptively bang out some notes on Intimidate and what it can do or not do in various situations, and how, at your table; and provide these to your players to put in their PHs. Then, stick with your rulings until and unless you later realize you've made a glaring mistake (and it WILL happen!), at which point own up to your mistake, tell your table how you're going to change that ruling going forward, and carry on. In short - it's intentional in 5e that the game as played at your table isn't expected to be exactly the same as Bob's down the street or Mary's at your FLGS. The rules provide the framework that you then flesh out to make your game yours. It's the opposite philosohy from 3e or PF, where there's a rule for everything. [/QUOTE]
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D&D 6th edition - What do you want to see?
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