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How to Rule: Three Ways to Adjudicate in D&D
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<blockquote data-quote="BookTenTiger" data-source="post: 8288896" data-attributes="member: 6685541"><p>Comparing DMing to teaching again, as a teacher I'm always seeking to put systems in place so that I don't have to make authoritarian decisions. If the students buy into the system, I can remind them of what the system "says" instead of forcing them to behave through my ego.</p><p></p><p>As a DM, I feel like the dice are that system. When in doubt, I'll have players roll. Even when success is guaranteed, I'll often have players roll, if only for descriptive effect. The Strength 18 barbarian can easily break through that old, rotting wooden door, but a 24 Athletics check is going to look a lot cooler than a 5.</p><p></p><p>On top of that, I apply the edict "everything should have an effect." If a player is going out of their way to try something, especially if it's at a cost (a spell slot, risk of HP loss, etc), then there will be an effect.</p><p></p><p>This effect may just be knowledge (you find out the enemy is immune to fire), or a cool visual, but more often than not I'll fall back on Advantage / Disadvantage... So in the bat example, if the character casts Silence on.the bats, I'll absolutely say "oh yeah those bats now have disadvantage to perception checks, that's a great idea."</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8288896, member: 6685541"] Comparing DMing to teaching again, as a teacher I'm always seeking to put systems in place so that I don't have to make authoritarian decisions. If the students buy into the system, I can remind them of what the system "says" instead of forcing them to behave through my ego. As a DM, I feel like the dice are that system. When in doubt, I'll have players roll. Even when success is guaranteed, I'll often have players roll, if only for descriptive effect. The Strength 18 barbarian can easily break through that old, rotting wooden door, but a 24 Athletics check is going to look a lot cooler than a 5. On top of that, I apply the edict "everything should have an effect." If a player is going out of their way to try something, especially if it's at a cost (a spell slot, risk of HP loss, etc), then there will be an effect. This effect may just be knowledge (you find out the enemy is immune to fire), or a cool visual, but more often than not I'll fall back on Advantage / Disadvantage... So in the bat example, if the character casts Silence on.the bats, I'll absolutely say "oh yeah those bats now have disadvantage to perception checks, that's a great idea." [/QUOTE]
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