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GM Authority (Edited For Clarity, Post #148)
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8149229"><p>Sure, and I think I mentioned this in one of my other posts. There are some skills I don't particularly like for this reason. But it would just be difficult for me to make a hard rule about it, because it isn't as black and white as this in practice. It is more about the abundance of such mechanics. In 3E there was an explosion of core skills for handling things that might otherwise mostly, though not always, been handled by just playing it out at the table (whether that be solving a puzzle or talking in character). And the culture around play shifted too, toward a more rules as written approach. So I think those two things made it harder. But it isn't like having a rule for intelligence is going to totally take me out of the game. That is a relatively soft mechanic as it appears in earlier versions of D&D. I found in practice, in 3E many of the things I liked handling more freeform, because I liked that direct interaction with the setting and NPCs, simply wasn't happening as much and was often being replaced by rolls. Not all of this was strictly due to the system. Many of those types of skills were written one way, but used another in practice. But overall the system was just more robust when it came to non-combat skills and in particular the types of skills that might just be handled by having the player say what it is they want to do and have the GM respond in an older game. But again, not black and white. You do see some of those things in earlier editions, they just seem more on the edge, or more soft than how they felt in 3E and later editions.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8149229"] Sure, and I think I mentioned this in one of my other posts. There are some skills I don't particularly like for this reason. But it would just be difficult for me to make a hard rule about it, because it isn't as black and white as this in practice. It is more about the abundance of such mechanics. In 3E there was an explosion of core skills for handling things that might otherwise mostly, though not always, been handled by just playing it out at the table (whether that be solving a puzzle or talking in character). And the culture around play shifted too, toward a more rules as written approach. So I think those two things made it harder. But it isn't like having a rule for intelligence is going to totally take me out of the game. That is a relatively soft mechanic as it appears in earlier versions of D&D. I found in practice, in 3E many of the things I liked handling more freeform, because I liked that direct interaction with the setting and NPCs, simply wasn't happening as much and was often being replaced by rolls. Not all of this was strictly due to the system. Many of those types of skills were written one way, but used another in practice. But overall the system was just more robust when it came to non-combat skills and in particular the types of skills that might just be handled by having the player say what it is they want to do and have the GM respond in an older game. But again, not black and white. You do see some of those things in earlier editions, they just seem more on the edge, or more soft than how they felt in 3E and later editions. [/QUOTE]
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