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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 8993978" data-attributes="member: 42582"><p>This claim is true of 5e D&D. It's false of DW.</p><p></p><p>What you say here may be true of %e D&D: the GM can set a "puzzle" that requires the players to make checks of different degrees of difficulty.</p><p></p><p>I would note that 5e D&D has no clear rules for what happens if the wizard tries to cross the chasm on a rope. Is this auto-success? A chance of failure? If the latter, is the check on DEX or on STR? If on DEX, does Acrobatics help?</p><p></p><p>DungeonWorld does not have any way in which the GM can set up a puzzle of the sort you describe. Any more than go has a way of moving the pieces once played. Your attempt to insist that they're the same except D&D has more options is just false. 5e D&D has no way of doing what DW permits in this scenario.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8993978, member: 42582"] This claim is true of 5e D&D. It's false of DW. What you say here may be true of %e D&D: the GM can set a "puzzle" that requires the players to make checks of different degrees of difficulty. I would note that 5e D&D has no clear rules for what happens if the wizard tries to cross the chasm on a rope. Is this auto-success? A chance of failure? If the latter, is the check on DEX or on STR? If on DEX, does Acrobatics help? DungeonWorld does not have any way in which the GM can set up a puzzle of the sort you describe. Any more than go has a way of moving the pieces once played. Your attempt to insist that they're the same except D&D has more options is just false. 5e D&D has no way of doing what DW permits in this scenario. [/QUOTE]
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