Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crimson Longinus" data-source="post: 9617469" data-attributes="member: 7025508"><p>That could be extrapolated from the size and type of the city, but it also probably is not important as there are likely to be enough.</p><p></p><p></p><p>Presumably the PCs know what sort of warehouse they need depends on what their plan is, thus they search for one that is suitable or can be made so. For example if their plan requires only one entrance they find one with just one entrance or block other entrances. Or again, if they don't, and leave other entrances open, then that matters, <em>because the fiction matters and the choices matter!</em> </p><p></p><p>Like I get that not everyone cares for that level of detail. Perhaps you just want to have trap setting roll, and what the characters actually exactly do is mere flavour. But I think it is pretty clear that in doing it that way something rather significant is also lost. </p><p></p><p>And it is fine to do some simplifications in some areas of the game, those you don't want to spend that much time of thought on. But if you did it on all areas, then that would become a very dull game, at least to me.</p><p></p><p></p><p>Is this something that is actually happened in game? Like perhaps just go read the book in a reading hall with a few metres of visibility and save the spell? </p><p></p><p></p><p></p><p>I mean it is pretty useless. The alarm covers just a few metres. If the potential enemy can come from any direction, then that is not great. But I'm not against randomising some things. If you cover a tiny area we certainly can randomise whether the enemy happens to come from that direction unless there is some particularly compelling reason for assuming a specific direction. What I don't want to randomise is what the whole situation. Like if the PCs take steps to secure a place where the spell actually blocks the only entrance rather than just plopping it in middle of the empty field and hoping for the best I want it to matter.<em> I want the situation and choices of the PCs to matter. </em></p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9617469, member: 7025508"] That could be extrapolated from the size and type of the city, but it also probably is not important as there are likely to be enough. Presumably the PCs know what sort of warehouse they need depends on what their plan is, thus they search for one that is suitable or can be made so. For example if their plan requires only one entrance they find one with just one entrance or block other entrances. Or again, if they don't, and leave other entrances open, then that matters, [I]because the fiction matters and the choices matter![/I] Like I get that not everyone cares for that level of detail. Perhaps you just want to have trap setting roll, and what the characters actually exactly do is mere flavour. But I think it is pretty clear that in doing it that way something rather significant is also lost. And it is fine to do some simplifications in some areas of the game, those you don't want to spend that much time of thought on. But if you did it on all areas, then that would become a very dull game, at least to me. Is this something that is actually happened in game? Like perhaps just go read the book in a reading hall with a few metres of visibility and save the spell? I mean it is pretty useless. The alarm covers just a few metres. If the potential enemy can come from any direction, then that is not great. But I'm not against randomising some things. If you cover a tiny area we certainly can randomise whether the enemy happens to come from that direction unless there is some particularly compelling reason for assuming a specific direction. What I don't want to randomise is what the whole situation. Like if the PCs take steps to secure a place where the spell actually blocks the only entrance rather than just plopping it in middle of the empty field and hoping for the best I want it to matter.[I] I want the situation and choices of the PCs to matter. [/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
Top