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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6194778" data-attributes="member: 17106"><p>Definitely not my definition of this term (it would be a narrow subset of my definition). That being said, yours still raises the same issue.</p><p></p><p>The DM has the choice of how or even if to use the result of the existing action resolution mechanic. He can choose to use the mechanics, or not. Using the existing mechanic is no less "forceful". Both are equally "forceful" choices.</p><p></p><p>More to the point, your definition doesn't apply to most of the behaviors under discussion. Targeting a cleric's holy symbol has rules, for example. Encumbrance is a rule. By your definition, there's no force there at all.</p><p></p><p>Well, okay. But the DM is imposing his will by running the game in the first place. How he runs it is irrelevant to that point.</p><p></p><p>Running a game is like driving a car. Making rulings and houserules is like steering. Running an absolute RAW game is like taking your hands off the wheel. You're still driving, whether you want to steer or not. You may not be making as much effort, and the outcome may be different, but your level of agency is still the same. It's still your choice. You're still responsible for the outcome.</p><p></p><p>And running a RAW game is a lot like hands-free driving. Sure, it might work if you're alone on a really straight road, but I wouldn't recommend it. And, to the point, if you refuse to steer the car and it runs off the road or hits someone, it's not the car's fault.</p><p></p><p>None of which remotely resemble any form D&D or are in any way relevant to this discussion. I'm saying it's fundamental to the role of <strong>D</strong>M, which is D&D-specific. Correct me if I'm wrong, but there are no versions of D&D in which the DM does not have the powers being described here.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6194778, member: 17106"] Definitely not my definition of this term (it would be a narrow subset of my definition). That being said, yours still raises the same issue. The DM has the choice of how or even if to use the result of the existing action resolution mechanic. He can choose to use the mechanics, or not. Using the existing mechanic is no less "forceful". Both are equally "forceful" choices. More to the point, your definition doesn't apply to most of the behaviors under discussion. Targeting a cleric's holy symbol has rules, for example. Encumbrance is a rule. By your definition, there's no force there at all. Well, okay. But the DM is imposing his will by running the game in the first place. How he runs it is irrelevant to that point. Running a game is like driving a car. Making rulings and houserules is like steering. Running an absolute RAW game is like taking your hands off the wheel. You're still driving, whether you want to steer or not. You may not be making as much effort, and the outcome may be different, but your level of agency is still the same. It's still your choice. You're still responsible for the outcome. And running a RAW game is a lot like hands-free driving. Sure, it might work if you're alone on a really straight road, but I wouldn't recommend it. And, to the point, if you refuse to steer the car and it runs off the road or hits someone, it's not the car's fault. None of which remotely resemble any form D&D or are in any way relevant to this discussion. I'm saying it's fundamental to the role of [B]D[/B]M, which is D&D-specific. Correct me if I'm wrong, but there are no versions of D&D in which the DM does not have the powers being described here. [/QUOTE]
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