Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Do prestige classes curb creativity?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="billd91" data-source="post: 2293433" data-attributes="member: 3400"><p>I really fail to see how this is any different from rolling that 1 in 6 in earlier editions of D&D (or 2 in 6 if you're an elf). The mechanic has changed a little in format but the basic idea is the same. Why is the effect of 3E any different?</p><p>Plus, I'd probably assume that taking 20 would entail kicking through the straw since it is as thorough a search as the PCs are capable of. I think you had constructed the search in such a way that you were expecting the particular magic words "We move aside the straw" and the players didn't do that explicitly. The question I have is: Did they assume that by making a search roll (and taking 20), the PCs were doing just that?</p><p>The problem may be, partly, miscommunication with your players. They don't know what level of specificity you expect from them. Maybe you should consider giving them some examples if you haven't done so already or consider asking more leading questions to train them in the way you expect them to play.</p><p>For example, if I have PCs searching a room and rolling for it, I ask where in the room they are looking. After all, they might roll better looking in one spot where there's nothing to find and botch the roll elsewhere when there is something of interest. If they decide to take 20, I again ask them where. If they say the whole room, they get charged for the 2 minutes per 5' x 5' square for the whole room. And they had better hope they aren't under a time pressure. </p><p></p><p>With all the complaints about how players are now focusing so much on mechanics or looking at the game in a mechanistic or board game way, I wonder how many of you are actually doing something about it? Are you retraining the players to think differently about how to approach issues like searching under straw or interacting with specific objects in the room?</p><p>Personally, I encourage my players to think creatively about how they want to develop their characters, within the reasonable limits imposed by the availability of certain PrCs within the campaign. I make sure they know that they don't have to take a prestige class, they don't have to finish it if they take one, they don't have to get to the prestige class via only one route, and just because they take levels of fighter and bard, they don't have to refrain from stealing if they want to be a thief. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="billd91, post: 2293433, member: 3400"] I really fail to see how this is any different from rolling that 1 in 6 in earlier editions of D&D (or 2 in 6 if you're an elf). The mechanic has changed a little in format but the basic idea is the same. Why is the effect of 3E any different? Plus, I'd probably assume that taking 20 would entail kicking through the straw since it is as thorough a search as the PCs are capable of. I think you had constructed the search in such a way that you were expecting the particular magic words "We move aside the straw" and the players didn't do that explicitly. The question I have is: Did they assume that by making a search roll (and taking 20), the PCs were doing just that? The problem may be, partly, miscommunication with your players. They don't know what level of specificity you expect from them. Maybe you should consider giving them some examples if you haven't done so already or consider asking more leading questions to train them in the way you expect them to play. For example, if I have PCs searching a room and rolling for it, I ask where in the room they are looking. After all, they might roll better looking in one spot where there's nothing to find and botch the roll elsewhere when there is something of interest. If they decide to take 20, I again ask them where. If they say the whole room, they get charged for the 2 minutes per 5' x 5' square for the whole room. And they had better hope they aren't under a time pressure. With all the complaints about how players are now focusing so much on mechanics or looking at the game in a mechanistic or board game way, I wonder how many of you are actually doing something about it? Are you retraining the players to think differently about how to approach issues like searching under straw or interacting with specific objects in the room? Personally, I encourage my players to think creatively about how they want to develop their characters, within the reasonable limits imposed by the availability of certain PrCs within the campaign. I make sure they know that they don't have to take a prestige class, they don't have to finish it if they take one, they don't have to get to the prestige class via only one route, and just because they take levels of fighter and bard, they don't have to refrain from stealing if they want to be a thief. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do prestige classes curb creativity?
Top