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General Tabletop Discussion
*Dungeons & Dragons
"I make a perception check."
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<blockquote data-quote="GMforPowergamers" data-source="post: 8720350" data-attributes="member: 67338"><p>it depends, but most likely depending on other things about it I would either just say "okay and you climg up" or "Okay give me an atheltics check"</p><p></p><p>no way...</p><p>I have been accused of this enough... in what way is asking for clarification ESPECIALLY when someone has chosen a harder way to do something railroading?</p><p></p><p>who rejected... I said as long as they showed they understood the situation I would let them... I just would first ask for clairity</p><p></p><p>except I rejected nothing... like the jumping in lava example, it is simplly makeing sure they understand the stakes and difficulties. </p><p></p><p>no... the fact that every once in a blue moon I have to ask for clairfication in no way is railroading...</p><p></p><p>well if you use TOO MUCH meta game you just wont be asked back for the next campaign... but the answer you gave of </p><p></p><p>would be fine without the metagaming.</p><p></p><p>no, if they say "Can I climb a wall" I wont ask them what one... I will just say, "yes", "No", or "That would take an athletics roll DC XX"</p><p></p><p>no... if they care enough to give details I take them if they don't even if we all imagine it differently it doesn't matter. </p><p></p><p>flanking is an optional rule I don't use... but some do. I don't see how what I choose to use for optional rules matter... </p><p></p><p>letting my players decided how much detail in a given scene they have... if they declair an action I don't understand why I ask to clairfy but don't disallow... how is this railroading? what did I force them to do again?</p><p></p><p>from my first answer on this I said "perfect would be 100% but that is impossible so I maximize the character an minimize the player" I don't understand how you take that to mean anything but what it says...</p><p></p><p>no...</p><p>if (real example) 6 session and 9 weeks (around holidays) ago ross learned the password to open a secret door... ross shows up gets to the door and is stumped and says "I wish we had the password" I would remind him that 9 weeks ago he learned it... it would then be up to him what he did with that knowledge... the fact that it was 3 days ago in game and 9 weeks out of game means ROSS the player didn't remember but there was no reason Dusk the character shouldn't have.</p><p></p><p>I mean would you let a player jump to there death just for them to say "I didn't think that would kill me?"</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8720350, member: 67338"] it depends, but most likely depending on other things about it I would either just say "okay and you climg up" or "Okay give me an atheltics check" no way... I have been accused of this enough... in what way is asking for clarification ESPECIALLY when someone has chosen a harder way to do something railroading? who rejected... I said as long as they showed they understood the situation I would let them... I just would first ask for clairity except I rejected nothing... like the jumping in lava example, it is simplly makeing sure they understand the stakes and difficulties. no... the fact that every once in a blue moon I have to ask for clairfication in no way is railroading... well if you use TOO MUCH meta game you just wont be asked back for the next campaign... but the answer you gave of would be fine without the metagaming. no, if they say "Can I climb a wall" I wont ask them what one... I will just say, "yes", "No", or "That would take an athletics roll DC XX" no... if they care enough to give details I take them if they don't even if we all imagine it differently it doesn't matter. flanking is an optional rule I don't use... but some do. I don't see how what I choose to use for optional rules matter... letting my players decided how much detail in a given scene they have... if they declair an action I don't understand why I ask to clairfy but don't disallow... how is this railroading? what did I force them to do again? from my first answer on this I said "perfect would be 100% but that is impossible so I maximize the character an minimize the player" I don't understand how you take that to mean anything but what it says... no... if (real example) 6 session and 9 weeks (around holidays) ago ross learned the password to open a secret door... ross shows up gets to the door and is stumped and says "I wish we had the password" I would remind him that 9 weeks ago he learned it... it would then be up to him what he did with that knowledge... the fact that it was 3 days ago in game and 9 weeks out of game means ROSS the player didn't remember but there was no reason Dusk the character shouldn't have. I mean would you let a player jump to there death just for them to say "I didn't think that would kill me?" [/QUOTE]
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