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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Faolyn" data-source="post: 9329276" data-attributes="member: 6915329"><p>Isn't it normally considered to be a bad thing to deliberately shut down your PC's abilities in such a way "just because"?</p><p></p><p>This sub-thread started with the idea of taking the PCs to a place where their feature doesn't work because of the demands of the adventure--such as whisking them to Ravenloft for Curse of Strahd and not mentioning ahead of time that such a feature would not be useful for them.</p><p></p><p></p><p>Or they can leave the group. The social contract goes both ways, and a flat out "no, because I said so" is not going to be a satisfying answer for a lot of players. <em>Especially </em>when a "yes" can be achieved with just a bit of thought on the DM's part--and because to me, at least, a flat "no" sounds very rail-roady.</p><p></p><p><em>Why </em>doesn't the DM want the PC to work for their passage? Would the DM be OK with the PC buying a ticket? Why is having the players spend a few gold versus a free ride <em>that </em>important to the DM? Do they Just not want to run a nautical side-adventure? Is the DM going to allow for a roll (with a reasonable DC and not a "roll a 21 on an unmodified d20 bs)? If the PC is a sailor, then why can't they use their knowledge of sailing to their advantage when asking for passage? Even if it's not an automatic success, that should be worth <em>something</em> on a die roll. </p><p></p><p>But to hear from some people on this thread, even <em>that </em>is so illogical to be magical in origin, and anyone who suggests otherwise is a rules lawyer.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9329276, member: 6915329"] Isn't it normally considered to be a bad thing to deliberately shut down your PC's abilities in such a way "just because"? This sub-thread started with the idea of taking the PCs to a place where their feature doesn't work because of the demands of the adventure--such as whisking them to Ravenloft for Curse of Strahd and not mentioning ahead of time that such a feature would not be useful for them. Or they can leave the group. The social contract goes both ways, and a flat out "no, because I said so" is not going to be a satisfying answer for a lot of players. [I]Especially [/I]when a "yes" can be achieved with just a bit of thought on the DM's part--and because to me, at least, a flat "no" sounds very rail-roady. [I]Why [/I]doesn't the DM want the PC to work for their passage? Would the DM be OK with the PC buying a ticket? Why is having the players spend a few gold versus a free ride [I]that [/I]important to the DM? Do they Just not want to run a nautical side-adventure? Is the DM going to allow for a roll (with a reasonable DC and not a "roll a 21 on an unmodified d20 bs)? If the PC is a sailor, then why can't they use their knowledge of sailing to their advantage when asking for passage? Even if it's not an automatic success, that should be worth [I]something[/I] on a die roll. But to hear from some people on this thread, even [I]that [/I]is so illogical to be magical in origin, and anyone who suggests otherwise is a rules lawyer. [/QUOTE]
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Do you plan to adopt D&D5.5One2024Redux?
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