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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="adrianthebard" data-source="post: 9534273" data-attributes="member: 7048249"><p>reasons? which reasons?</p><p></p><p>i'd say that stating goal and approach is a staple of any rpg, it's a fundamental part of resolving action. some games simply conflate the approach with the mechanical resolution: the latter becomes the approach, flattening play as a result. </p><p>so yes i prefer the player "engaging with the in game fiction" as it also opens the game towards alternative paths to victory.</p><p>Most resolution mechanics aren't granular enough to adjudicate perfectly any and all advantages a player might try to seize while attempting any task (nor should they) but i as a gm can by the act of adjudicating/refereeing, that's ultimately why i'm needed the most.</p><p>where we might disagree is the use of IRL knowledge and skills. if a player is creative and finds a creative exploit they'll get rewarded somewhat, whereas another will pass trough the standard hurdle of dice rolling. creativity is a muscle that such form of play is meant to stimulate. also charisma and planning: "you want the baron to give you the mgguffinnxz", what do you do? you could "just roll" or <em>maybe</em>, try to understand who the baron is and what he wants, his history and values. once you got that info you could formulate a proposal so well crafted, so fitting for said npc that i will simply award you the mgguffinnxz outright, but you need to use IRL skills to do this. also you could just try to use your charisma to "game me", but in doing so i usually ask for a roll: you might have been very convincing, but krugath the barbarian could have said what you just did in a less endearing way.</p><p></p><p>i found this approach is the one that best allows players to engage with the fiction and experiment within it, while also preserving their statistical investments and build specifics. a "face" might triumph with the force of their dices alone while having only half baked arguments, while a reclusive wizard might do so with investment in knowing his targets and how to approach them, to counteract his dismal 6 in charisma</p></blockquote><p></p>
[QUOTE="adrianthebard, post: 9534273, member: 7048249"] reasons? which reasons? i'd say that stating goal and approach is a staple of any rpg, it's a fundamental part of resolving action. some games simply conflate the approach with the mechanical resolution: the latter becomes the approach, flattening play as a result. so yes i prefer the player "engaging with the in game fiction" as it also opens the game towards alternative paths to victory. Most resolution mechanics aren't granular enough to adjudicate perfectly any and all advantages a player might try to seize while attempting any task (nor should they) but i as a gm can by the act of adjudicating/refereeing, that's ultimately why i'm needed the most. where we might disagree is the use of IRL knowledge and skills. if a player is creative and finds a creative exploit they'll get rewarded somewhat, whereas another will pass trough the standard hurdle of dice rolling. creativity is a muscle that such form of play is meant to stimulate. also charisma and planning: "you want the baron to give you the mgguffinnxz", what do you do? you could "just roll" or [I]maybe[/I], try to understand who the baron is and what he wants, his history and values. once you got that info you could formulate a proposal so well crafted, so fitting for said npc that i will simply award you the mgguffinnxz outright, but you need to use IRL skills to do this. also you could just try to use your charisma to "game me", but in doing so i usually ask for a roll: you might have been very convincing, but krugath the barbarian could have said what you just did in a less endearing way. i found this approach is the one that best allows players to engage with the fiction and experiment within it, while also preserving their statistical investments and build specifics. a "face" might triumph with the force of their dices alone while having only half baked arguments, while a reclusive wizard might do so with investment in knowing his targets and how to approach them, to counteract his dismal 6 in charisma [/QUOTE]
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