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How much control do DMs need?
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<blockquote data-quote="Enrahim2" data-source="post: 8993836" data-attributes="member: 7039850"><p>I feel like this is going a bit off topic, but I feel like I should point out that the D&D toolbox actually provide a huge number of components for this "simple" solution that enables the suggested way to resolve it both highly effective to communicate, and much richer in gameplay opportunities than what might be immediately related. I think this might still be relevant for the topic, as it demonstrates how D&D not only give their DMs a lot of powers, but actually empowers them to create a cool experience a lot more easily than if you had just had a rulebook stating "Chose a guy. Do what that guy tells you to do". This is further of importance when seeing how this empowerment is hard to retain if you try to distribute some of that power away (as I believe was supposed to be the core discussion of this thread)</p><p></p><p>(1) D&D specify that the DM has the authority to make such a ruling. Social bickering and rules lawyering can be effectively shut down, allowing the play to continue.</p><p>(2) D&D clearly defines "check" in such a way that the DM can simply state "Give me a dex check", and the players automatically know they should roll a d20 and do a particular kind of math, reading back the result. This process is likely much more effective, and allow play to progress more smoothly, than if the DM had to describe some new dice schemes.</p><p>(3) A stat check are having important related concept to it - in partucular advantage and disadvantage. Calling for a check is a prompt that can be responded by the players in any number of ways to frame or modify the situation in order to gain advantage on the roll - using inspiration being the most straight forward example. Hence by the simple action of invoking the request for check the DM has initiated an optional rich "mini game" enabled by D&D beyond the simple rolling of the dice.</p><p>(4) Calling for a check passes initiative to the players, as the DM has to wait with narration. D&D provides a ton of various character features the players might try to invoke in this situation - in some cases as part of trying to get advantage, but also in some cases also empowering them to effectively change the nature of the proposed resolution (like forcing the other side to make a saving throw first, or else automatically pass the check).</p><p></p><p>So in isolation asking for a dice roll to resolve a certain situation might seem bland, but D&D provides the tools for making even such a simple prompt and interesting or effective event depending on <em>player choice</em>. And all of 1, 3 and 4 relies specifically on there not being a strong external structure of play at work.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8993836, member: 7039850"] I feel like this is going a bit off topic, but I feel like I should point out that the D&D toolbox actually provide a huge number of components for this "simple" solution that enables the suggested way to resolve it both highly effective to communicate, and much richer in gameplay opportunities than what might be immediately related. I think this might still be relevant for the topic, as it demonstrates how D&D not only give their DMs a lot of powers, but actually empowers them to create a cool experience a lot more easily than if you had just had a rulebook stating "Chose a guy. Do what that guy tells you to do". This is further of importance when seeing how this empowerment is hard to retain if you try to distribute some of that power away (as I believe was supposed to be the core discussion of this thread) (1) D&D specify that the DM has the authority to make such a ruling. Social bickering and rules lawyering can be effectively shut down, allowing the play to continue. (2) D&D clearly defines "check" in such a way that the DM can simply state "Give me a dex check", and the players automatically know they should roll a d20 and do a particular kind of math, reading back the result. This process is likely much more effective, and allow play to progress more smoothly, than if the DM had to describe some new dice schemes. (3) A stat check are having important related concept to it - in partucular advantage and disadvantage. Calling for a check is a prompt that can be responded by the players in any number of ways to frame or modify the situation in order to gain advantage on the roll - using inspiration being the most straight forward example. Hence by the simple action of invoking the request for check the DM has initiated an optional rich "mini game" enabled by D&D beyond the simple rolling of the dice. (4) Calling for a check passes initiative to the players, as the DM has to wait with narration. D&D provides a ton of various character features the players might try to invoke in this situation - in some cases as part of trying to get advantage, but also in some cases also empowering them to effectively change the nature of the proposed resolution (like forcing the other side to make a saving throw first, or else automatically pass the check). So in isolation asking for a dice roll to resolve a certain situation might seem bland, but D&D provides the tools for making even such a simple prompt and interesting or effective event depending on [I]player choice[/I]. And all of 1, 3 and 4 relies specifically on there not being a strong external structure of play at work. [/QUOTE]
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