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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Imaro" data-source="post: 6207087" data-attributes="member: 48965"><p>Well this is my question concerning that technique... why do you assume that the PC's wouldn't find what you thought up just as (or more) interesting than what they think is happening? Especially if it has the added factor of surprising them? What about "We did something and the result was... totally unexpected"? Another question I have is are you up front with your players about the fact that you will change things behind the scenes? Or is it a case where you keep that fact hidden from them? </p><p></p><p>I also think the consistency thing is different with your example because you are still maintaining control over what is or is not canon... the players don't get to decide something is a fact because they rolled high, you decide whether you want to add the changes (based on player assumptions) or not and thus it is still one coherent vision... I think it's a different story when you have 5 to 6 people all able to decide whether something is or is not true based on rolls of the die, especially when these decisions can influence and affect one another. I have no problem adapting to what the players choose to do, but if I decide the king is a demon summoning tyrant, then he is a demon summoning tyrant until the PC's act to change that. IMO, adapting is being able to account for the PC's killing him, redeeming him, allying with him, deceiving him, etc. What I and my players don't want is because a combination of dice were rolled he is no longer a diabolist but instead a benevolent ruler in the service of Bahamut.</p><p></p><p></p><p></p><p></p><p>But again we aren't talking about adapting to the effect that the actions of the PC's have , we are talking about the relevant fiction that has or hasn't been established and the PC's actually being able to create and decide this based on a roll of the dice. I also don't see 3.x/PF as being inherently better or worse for the sort of play you describe than any other edition of D&D. There are set difficulties to extrapolate from and battles need to be customized in any edition to be interesting as well... a single orc in a plain room is a boring battle in all editions of D&D. I honestly think this has much more to do with how familiar you are and how much experience you have with a game, but I could be wrong.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6207087, member: 48965"] Well this is my question concerning that technique... why do you assume that the PC's wouldn't find what you thought up just as (or more) interesting than what they think is happening? Especially if it has the added factor of surprising them? What about "We did something and the result was... totally unexpected"? Another question I have is are you up front with your players about the fact that you will change things behind the scenes? Or is it a case where you keep that fact hidden from them? I also think the consistency thing is different with your example because you are still maintaining control over what is or is not canon... the players don't get to decide something is a fact because they rolled high, you decide whether you want to add the changes (based on player assumptions) or not and thus it is still one coherent vision... I think it's a different story when you have 5 to 6 people all able to decide whether something is or is not true based on rolls of the die, especially when these decisions can influence and affect one another. I have no problem adapting to what the players choose to do, but if I decide the king is a demon summoning tyrant, then he is a demon summoning tyrant until the PC's act to change that. IMO, adapting is being able to account for the PC's killing him, redeeming him, allying with him, deceiving him, etc. What I and my players don't want is because a combination of dice were rolled he is no longer a diabolist but instead a benevolent ruler in the service of Bahamut. But again we aren't talking about adapting to the effect that the actions of the PC's have , we are talking about the relevant fiction that has or hasn't been established and the PC's actually being able to create and decide this based on a roll of the dice. I also don't see 3.x/PF as being inherently better or worse for the sort of play you describe than any other edition of D&D. There are set difficulties to extrapolate from and battles need to be customized in any edition to be interesting as well... a single orc in a plain room is a boring battle in all editions of D&D. I honestly think this has much more to do with how familiar you are and how much experience you have with a game, but I could be wrong. [/QUOTE]
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