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How did 4e take simulation away from D&D?
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<blockquote data-quote="KarinsDad" data-source="post: 5498903" data-attributes="member: 2011"><p>Nothing wrong with most of these. Pointing out new options that the players haven't though of, though, is something that I would try to avoid.</p><p></p><p></p><p></p><p>I think that good DMing means to throw out enough information so that the players can come to a reasonable descision without the DM having to throw out a bone.</p><p></p><p>But even the best group will grind to a halt on occasion, so bone throwing is sometimes required. I consider it the exception instead of the rule.</p><p></p><p>It also depends on your players. The more inexperienced your players are, the more bones a DM has to throw out.</p><p></p><p>Experience players will often cut to the chase on their own though.</p><p></p><p></p><p></p><p>I find that because of weeks going by, it's the earlier session (or earlier in the same session) information dropped on the floor that is the missing crucial piece. Many people forget easily. Nothing wrong with recapping the important info and even throwing it out mid-game.</p><p></p><p>I'm not talking too much about the DM sharing known information as the DM sharing his opinion (overtly or covertly) on what the PCs should decide.</p><p></p><p>It's sometimes seen as the player coming up with the kernel of an idea and the DM running with it and fleshing it out to the nth degree. Let the players flesh it out to the nth degree. It's their idea.</p><p></p><p></p><p></p><p>No problem with that. Especially for new players.</p><p></p><p>Even as an experienced player, I sometimes think that someone at the table did something tactically stupid and it ends up working out well. That's another reason why as a DM, I try not to give free combat tactical advice. The DM's advice in combat sometimes works out bad for the PCs. In fact, I sometimes think that this happens more than most DMs are willing to admit (or even notice at their game for that matter). None of us are totally omnipotent. Charging this round might mean getting caught in an area effect next round.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5498903, member: 2011"] Nothing wrong with most of these. Pointing out new options that the players haven't though of, though, is something that I would try to avoid. I think that good DMing means to throw out enough information so that the players can come to a reasonable descision without the DM having to throw out a bone. But even the best group will grind to a halt on occasion, so bone throwing is sometimes required. I consider it the exception instead of the rule. It also depends on your players. The more inexperienced your players are, the more bones a DM has to throw out. Experience players will often cut to the chase on their own though. I find that because of weeks going by, it's the earlier session (or earlier in the same session) information dropped on the floor that is the missing crucial piece. Many people forget easily. Nothing wrong with recapping the important info and even throwing it out mid-game. I'm not talking too much about the DM sharing known information as the DM sharing his opinion (overtly or covertly) on what the PCs should decide. It's sometimes seen as the player coming up with the kernel of an idea and the DM running with it and fleshing it out to the nth degree. Let the players flesh it out to the nth degree. It's their idea. No problem with that. Especially for new players. Even as an experienced player, I sometimes think that someone at the table did something tactically stupid and it ends up working out well. That's another reason why as a DM, I try not to give free combat tactical advice. The DM's advice in combat sometimes works out bad for the PCs. In fact, I sometimes think that this happens more than most DMs are willing to admit (or even notice at their game for that matter). None of us are totally omnipotent. Charging this round might mean getting caught in an area effect next round. [/QUOTE]
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How did 4e take simulation away from D&D?
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