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How creative should 5e let you be?
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<blockquote data-quote="jbear" data-source="post: 5876417" data-attributes="member: 75065"><p>I'm not quite sure I understand your first paragraph. My reading is that you have understood that I said yes by setting an achievable DC, but made the action less effective than just using a power. And you're opinion of this is that I wasn't saying yes to my players, I was saying 'who cares'.</p><p></p><p>If this interpretation of your interpretation is correct, then your assumption is incorrect. When my players thought outside the box I often didn't even ask for a roll if I thought it was cool enough. Also, I included a house rule in the game that allowed player creativity make their powers even better if the situation made sense or was in line with 'the fluff' of the power. It also allowed them to interact with the environment and/or the situation in innovative ways that were always more advantageous than just using a power. I did loads of stuff to encourage them to play not just play out their powers. And yes, often players had to do this because I set very challenging encounters for them constantly where being innovative or creative could resolve the situation as opposed to being expected to simply slog it out. But the game never broke. It was quite simply, awesome.</p><p></p><p>If I have misunderstood what you were saying then ignore everything written above.</p></blockquote><p></p>
[QUOTE="jbear, post: 5876417, member: 75065"] I'm not quite sure I understand your first paragraph. My reading is that you have understood that I said yes by setting an achievable DC, but made the action less effective than just using a power. And you're opinion of this is that I wasn't saying yes to my players, I was saying 'who cares'. If this interpretation of your interpretation is correct, then your assumption is incorrect. When my players thought outside the box I often didn't even ask for a roll if I thought it was cool enough. Also, I included a house rule in the game that allowed player creativity make their powers even better if the situation made sense or was in line with 'the fluff' of the power. It also allowed them to interact with the environment and/or the situation in innovative ways that were always more advantageous than just using a power. I did loads of stuff to encourage them to play not just play out their powers. And yes, often players had to do this because I set very challenging encounters for them constantly where being innovative or creative could resolve the situation as opposed to being expected to simply slog it out. But the game never broke. It was quite simply, awesome. If I have misunderstood what you were saying then ignore everything written above. [/QUOTE]
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