Frostmarrow
First Post
I was reading along at my own pace, hopping from one thread to the next when I saw another instance of someone pointing out that modular rules will cost adventure pages. It dawned on me that in order for modularity to work the DM must be left without the burden of various modular rules. Also, if D&DN is going to be compatible with older material the DM still must be free from having to convert everything on the fly.
What if game rules are for the players only and that the DM is all about words and common language? The players can calculate odds, roll dice and determine whether they are successful or not without needing a DM. The only thing a DM can do, rules-wise, is set DCs anyway. So if the DC is always set by the rules instead of the DM the players can mind themselves. The DM on the other hand is only interested in one thing: is an attempt successful or not?
Without rules role-playing works just fine. But without rules it's not a game. So we need some rules to make it a game. However, the DM needs no rules – he's got players.
The players need rules. A player wants to do something with his character. But he needs to back it up with something to convince the DM to let him have his way. A successful check is a good argument. Sacrificing resources is another good argument. So when a player says "I seduce the princess" the DM can ask what he's got going for him and the player can reply fancy clothes and a successful charisma check. (Which is better than rags and a failed charisma check).
This is harder to explain than I thought. Take combat for instance. A DM can say an ogre attacks you, and that is all the DM needs to know. You as a player need to know the odds of hitting and how hard a hit is. After you have rolled to hit and damage and crossreference the amount of damage on a chart you find that the strike is "enough to fell a charging ox". You tell the DM and he replies that "well, with such a hit the ogre is slain".
Help me out. How much of the rules can the players process? What is the minimum amount of rules the GM must know?
What if game rules are for the players only and that the DM is all about words and common language? The players can calculate odds, roll dice and determine whether they are successful or not without needing a DM. The only thing a DM can do, rules-wise, is set DCs anyway. So if the DC is always set by the rules instead of the DM the players can mind themselves. The DM on the other hand is only interested in one thing: is an attempt successful or not?
Without rules role-playing works just fine. But without rules it's not a game. So we need some rules to make it a game. However, the DM needs no rules – he's got players.
The players need rules. A player wants to do something with his character. But he needs to back it up with something to convince the DM to let him have his way. A successful check is a good argument. Sacrificing resources is another good argument. So when a player says "I seduce the princess" the DM can ask what he's got going for him and the player can reply fancy clothes and a successful charisma check. (Which is better than rags and a failed charisma check).
This is harder to explain than I thought. Take combat for instance. A DM can say an ogre attacks you, and that is all the DM needs to know. You as a player need to know the odds of hitting and how hard a hit is. After you have rolled to hit and damage and crossreference the amount of damage on a chart you find that the strike is "enough to fell a charging ox". You tell the DM and he replies that "well, with such a hit the ogre is slain".
Help me out. How much of the rules can the players process? What is the minimum amount of rules the GM must know?
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