robus
Lowcountry Low Roller
That sort of playing doesn't sound like it would be fun for me.
Agreed. This sounds more like performance than playing a game.
That sort of playing doesn't sound like it would be fun for me.
In terms of the game, there is no challenge to the character. The challenge always goes to the player. So what you're doing here is presenting a challenge to your players that they're not allowed to use their skills and knowledge to solve unless the DM tells them they can based on what the DM judges the character "would" do. If they are not allowed to, then the difficulty of the challenge goes up (sometimes) because some otherwise viable solutions are forbidden. Anyone who doesn't do this is, to some, not roleplaying or is a filthy "metagamer" or "powergamer."
Contrast this with someone like me who designs and presents a challenge where I expect players to use their skills and knowledge - because this is a game. And when they do use their skills and knowledge to reduce the difficulty of a challenge, I don't judge them for doing so. I know they're roleplaying because they are making choices their characters could make in such situations. To me, there is no "your character will, would, or must do this." That is not for me to judge and I don't know why anyone would want to put themselves in the position to judge that. (Though I can speculate, but none of the reasons are very flattering.)
TL;DR - I'd rather play in secondhander's game with people getting into their roles and trying to think and act as their characters, even if they aren't very good at it.
If it can be cast for free and lasts all day, sure - why not?(was that in 4e?)
In my game, however, all spells use slots.
Absolutely; and that's what - in absence of any other background or evidence pro or con - random dice rolls are for.
Maybe you do know what's up; or you've been here before; or you've heard about trolls around a campfire somewhere. Maybe not. But I absolutely disagree with the notion of simply being able to assume the character knows these things just because the player knows.
People get struck by lightning, sometimes even from a clear sky without warning. Given that, how often do you (or I, for that matter) prepare for it before going outside?
Some people may.
Didn't think so.
Lan-"clear-sky lightning: the ultimate real-world 'gotcha' event"-efan
@Imaculata is that map in post #296 one of your own design, or one taken from a published module? I ask as it's brilliantly done, and if it's yours I'd like to compliment you on it.
Lanefan
This is a great looking map. Did you create it yourself?
Were I running 5e I'd certainly rule that one out as it's written: way too generous for a 3rd-level...anything. To me that reads more like what a 6th or 7th level spell ought to be capable of. For 3rd level...maybe 1 target for a long time, or your level's worth of targets for a much shorter time (15 minutes? Half an hour?). But 10 targets for 24 hours...yeah, why wouldn't you cast that every single day even if you're in mid-desert.It was in 5E; Storm King's Thunder.
Here's the spell from the 5E PHB p287:-
W a t e r B r e a t h i n g
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
This spell grants up to ten willing creatures you can see
within range the ability to breathe underwater until the
spell ends. Affected creatures also retain their normal
mode of respiration.
Are you saying that you've houseruled ritual casting out of your 5E game?
Why?
The type of game you've described in this thread that you play and DM is one I would find horrible to play in. A D&D game where players brought in knowledge that their characters would almost assuredly have no knowledge of and were applauded for it would be a game I would leave and never go back to.
Er...sorry. You don't get to arbitrarily make those decisions. End of story.And now you are not letting me play the character I want because you are making me roll for something I've already decided my character knows.
Au contraire, mon ami - he outright didn't know it unless the dice happen to say that by some chance he did.My character didn't have to think about whether the troll was weak to fire, he outright knew it and now you are giving me a chance for failure.
I guess the argument, then, is where are the boundaries of "general setting knowledge" going to be? And that one is probably a table-by-table decision.What kind of players prepare for a lightning strike on a clear day? None unless they have read the script and already know it's coming. Maybe we should draw a distinction between using knowledge of preplanned events in an adventure with general setting knowledge you impart to your character.