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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6199300" data-attributes="member: 6696971"><p>< GM-FORCE ------------------------ PRESCRIPTIVE RESOLUTION ------------------------- PLAYER-FORCE ></p><p>How about the above for a continuum. </p><p></p><p>- On the far left, you have a technique whereby the GM imposes his over-riding will on the fiction by doing any of the following, in play, "for the betterment of the game"; (i) overruling RAW rules, (ii) outright vetoing player proposition of resource deployment to resolve a conflict, (iii) using non-explicated fictional positioning ad-hoc to make specific resource deployment untenable, (iv) fuding dice rolls or target numbers mid-stream to manipulate outcomes.</p><p></p><p>- In the middle you have things like explicitly mandated random encounter tables for % chance/hour (etc) in a given locale/situation, or the effects and implementation of rest rules, or disease track/condition mechanics. Anything that is explicitly in the rules, affects things in play, and neither GM-forced (rule rather than ruling) nor player-deployed. Strict adherence to these applications (rather than over-ruling them or the application being a judgement) applies here.</p><p></p><p>- At the far end you would have scenarios where a player has a codified ability that, upon deployment, they are given explicit mandate to impose upon the fiction. The invocation of these are insured and the GM has no veto. Examples of this would be things like Background Traits in D&D 5e or the Rogue class feature Swashbuckler in 13th Age.</p><p></p><p></p><p>Given that basic framework, I think you could sort through the grey areas in between and "round up or down" based on where they are on the continuum.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6199300, member: 6696971"] < GM-FORCE ------------------------ PRESCRIPTIVE RESOLUTION ------------------------- PLAYER-FORCE > How about the above for a continuum. - On the far left, you have a technique whereby the GM imposes his over-riding will on the fiction by doing any of the following, in play, "for the betterment of the game"; (i) overruling RAW rules, (ii) outright vetoing player proposition of resource deployment to resolve a conflict, (iii) using non-explicated fictional positioning ad-hoc to make specific resource deployment untenable, (iv) fuding dice rolls or target numbers mid-stream to manipulate outcomes. - In the middle you have things like explicitly mandated random encounter tables for % chance/hour (etc) in a given locale/situation, or the effects and implementation of rest rules, or disease track/condition mechanics. Anything that is explicitly in the rules, affects things in play, and neither GM-forced (rule rather than ruling) nor player-deployed. Strict adherence to these applications (rather than over-ruling them or the application being a judgement) applies here. - At the far end you would have scenarios where a player has a codified ability that, upon deployment, they are given explicit mandate to impose upon the fiction. The invocation of these are insured and the GM has no veto. Examples of this would be things like Background Traits in D&D 5e or the Rogue class feature Swashbuckler in 13th Age. Given that basic framework, I think you could sort through the grey areas in between and "round up or down" based on where they are on the continuum. [/QUOTE]
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