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Describe your mode of D&D
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<blockquote data-quote="jmartkdr2" data-source="post: 8290399" data-attributes="member: 7017304"><p>I'm pretty close to what you stated above:</p><p></p><p>1. Basically this, except I also have a few npc's with plans of their own they are working on. If these clash with the pc's, we play it out.</p><p></p><p>2. Which I guess is where this changes: if the pc's do nothing, stuff happens. The players can all sit around and watch, in theory, though I've never seen that in the wild.</p><p></p><p>3. Precisely. Rule of Cool is for exceptions, rulings are for undefined areas. </p><p></p><p>4. I add a point: The player controlling the character decides the DC to persuade (etc) them. So you can only convince my paladin to do something if I, as the paladin's player, thinks they can be convinced. If you'd rather roll, I set the DC (not the dm.) I don't like it when the dm sets a dc to convince my character of anything, since it can make them behave wildly out-of-character in my mind.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8290399, member: 7017304"] I'm pretty close to what you stated above: 1. Basically this, except I also have a few npc's with plans of their own they are working on. If these clash with the pc's, we play it out. 2. Which I guess is where this changes: if the pc's do nothing, stuff happens. The players can all sit around and watch, in theory, though I've never seen that in the wild. 3. Precisely. Rule of Cool is for exceptions, rulings are for undefined areas. 4. I add a point: The player controlling the character decides the DC to persuade (etc) them. So you can only convince my paladin to do something if I, as the paladin's player, thinks they can be convinced. If you'd rather roll, I set the DC (not the dm.) I don't like it when the dm sets a dc to convince my character of anything, since it can make them behave wildly out-of-character in my mind. [/QUOTE]
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