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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="sheadunne" data-source="post: 6238071" data-attributes="member: 27570"><p>That's what I'm seeing. For me though, the issue isn't with the DM, but the rules themselves. The DM is expected and encouraged to use secret backstory since there are no rules for narrative resolution. Teleport doesn't have a success or failure roll, only a mischance roll. There's no way to use "yes or roll the dice" since there are no dice to roll. The spell either works perfectly or a mishap happens, which doesn't negate the spell, only the arrival location. Since roll the dice isn't an option (no rules for it) that leaves, say yes or use secret backstory. I don't believe that others dislike the DM for using it, but rather the rules for providing no other way for determining results. The only option is to say yes or no. Since "no" without reason doesn't appeal to most people, a backstory has to be created to handle it (either prior or during the attempt). There are many different ways the rules could be changed to handle it better (you named a few). but until they are (such as the method 4e took), there will continue to be a divide on whether or not it's good game design. </p><p></p><p>Personally, I think subjective rules are worse than bad rules. The rules should exist without the notion of a DM. Only after the rules are created should the DM enter the picture. Unfortunately D&D has always been designed as a storytelling game that tacks rules on to add random chance, not to provide structured play.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6238071, member: 27570"] That's what I'm seeing. For me though, the issue isn't with the DM, but the rules themselves. The DM is expected and encouraged to use secret backstory since there are no rules for narrative resolution. Teleport doesn't have a success or failure roll, only a mischance roll. There's no way to use "yes or roll the dice" since there are no dice to roll. The spell either works perfectly or a mishap happens, which doesn't negate the spell, only the arrival location. Since roll the dice isn't an option (no rules for it) that leaves, say yes or use secret backstory. I don't believe that others dislike the DM for using it, but rather the rules for providing no other way for determining results. The only option is to say yes or no. Since "no" without reason doesn't appeal to most people, a backstory has to be created to handle it (either prior or during the attempt). There are many different ways the rules could be changed to handle it better (you named a few). but until they are (such as the method 4e took), there will continue to be a divide on whether or not it's good game design. Personally, I think subjective rules are worse than bad rules. The rules should exist without the notion of a DM. Only after the rules are created should the DM enter the picture. Unfortunately D&D has always been designed as a storytelling game that tacks rules on to add random chance, not to provide structured play. [/QUOTE]
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