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Community
General Tabletop Discussion
*Pathfinder & Starfinder
DM Empowerment vs. Player Entitlement - Is this really that prevalent?
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<blockquote data-quote="KesselZero" data-source="post: 5836239" data-attributes="member: 6689976"><p>I think it might be worth it to try to identify what the designers of 5e might mean by "DM empowerment." My sense from the playtest reports, seminars, etc. is that they're more or less talking about a framework and set of advice in which to give out small bonuses and penalties situationally, and to adjudicate events not explicitly covered by the rules (while simultaneously shrinking and simplifying the ruleset). DM empowerment, here, doesn't mean "give the DM more power," but rather "give the DM more tools to run a more flexible game." In that way I think it could benefit the players as well, as they will no longer be tied down to simply using the powers on their character sheets. For example, one of my favorite players in my regular campaign jumped directly from AD&D to 4e. He's constantly asking stuff like "Instead of attacking, can I hook the monk with the butt of my spear and pull him into the pit with me so he doesn't get killed by that Flame Sphere?" I always say yes, but a qualified yes, like "Sure, but you'll have to make an attack roll [against which I secretly set a fairly low target since it's not a real attack] and an Athletics check, and the monk will take some falling damage, which might be split with you if he lands on you." I'd love some guidance on how to run with creative moves like this.</p><p> </p><p>Also, I'd add that DMs are always fundamentally empowered. There's an unwritten contract between the DM and the players even in the most "player-empowered" systems like 4e. As DM, I could throw Orcus at my fourth-level party if I wanted to, without breaking any RAW. And I would be a jerk, and my players would quit. I don't think that in most cases, giving the DM more flexibility with the rules will be the tipping point between a bad and a good DM.</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5836239, member: 6689976"] I think it might be worth it to try to identify what the designers of 5e might mean by "DM empowerment." My sense from the playtest reports, seminars, etc. is that they're more or less talking about a framework and set of advice in which to give out small bonuses and penalties situationally, and to adjudicate events not explicitly covered by the rules (while simultaneously shrinking and simplifying the ruleset). DM empowerment, here, doesn't mean "give the DM more power," but rather "give the DM more tools to run a more flexible game." In that way I think it could benefit the players as well, as they will no longer be tied down to simply using the powers on their character sheets. For example, one of my favorite players in my regular campaign jumped directly from AD&D to 4e. He's constantly asking stuff like "Instead of attacking, can I hook the monk with the butt of my spear and pull him into the pit with me so he doesn't get killed by that Flame Sphere?" I always say yes, but a qualified yes, like "Sure, but you'll have to make an attack roll [against which I secretly set a fairly low target since it's not a real attack] and an Athletics check, and the monk will take some falling damage, which might be split with you if he lands on you." I'd love some guidance on how to run with creative moves like this. Also, I'd add that DMs are always fundamentally empowered. There's an unwritten contract between the DM and the players even in the most "player-empowered" systems like 4e. As DM, I could throw Orcus at my fourth-level party if I wanted to, without breaking any RAW. And I would be a jerk, and my players would quit. I don't think that in most cases, giving the DM more flexibility with the rules will be the tipping point between a bad and a good DM. [/QUOTE]
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DM Empowerment vs. Player Entitlement - Is this really that prevalent?
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