The funny thing about rules books in my experience is people say the rules they choose to follow are rules and the rules they don't choose to follow are advice.
How about we say they're all rules, since they're in a rules book that is telling us how to play the game, and we can follow the rules we like and ignore the ones we don't? Doesn't that seem like a reasonable take instead of arbitrarily calling some rules advice because we don't like them?
Funny thing, you seem to be making the assumption that I don't consider the entire PHB, DMG and MM advice.
Didn't you notice in my first response including the rogue's sneak attack as something that I could completely change? I could rebuild all the classes in the PHB, and I can still say I am running a DnD 5e game. Might be a stretch, might be way more work than is worth doing, but I could do it.
So, how about instead of arbitrarily deciding all the things written in the books must be acknowledge on some level, we drop this point of you trying to back me into a corner by agreeing with something I clearly do not agree with.
The books are full of advice, sometimes really good advice that works really well, sometimes advice I see no reason to change, but none of it is more binding than any other part.
Great. I'm glad we agree on this.
I'm glad you decided to skip down to the part you wanted to hear and got enjoyment from it.
Edit: I'm trying to be funny, but alas, I am not funny.
Nah, my Discord friends are betting this goes to 2000 posts.
Also, Chaosmancer made it clear that when I'm seeking to find common ground, it's some sort of trap. I wouldn't want to disappoint.
I've seen the technique many times.
You agree with this point right?
And you agree with this point right?
Well, if you agree with those two points isn't it unreasonable/inconsistent for you not to agree with this point, since it clearly follows from the first two?
However, I think your Dischord buddies are too pessimistic. Betting we hit the limit of post count for the thread, whatever that happens to be on ENWorld.
I mean, I can't remember a specific occurrence off the top of my head, but generally it goes something like this: "Ok, that'll take 10 minutes and a successful DC X [Whatever] check."
"Oh, shoot, maybe I don't want to spend that 10 minutes..."
or
"Ok, make a DC X [Whatever] check, on a failure, [consequence]."
"Hmmm... On second thought maybe I'll hold off on that."
It doesn't happen all that often, but every once and a while it does.
You do realize one of those is so vague as to be useless, since we have no idea what [consequence] is, and the other includes you adding an element of spent time that they were likely not expecting since generally actions take very little time to accomplish.
And before this gets conversation spins too far off, I rarely utilize precise times in my games. We generally don't need to track ten minutes. I also rarely use random encounters, because I find they generally are just a waste of time (if they are going to be random) and I much prefer to simply have encounters planned out depending on the location and the current plot. (Gangs of goons under the sway of the vampires the party angered might ambush them on the streets for example, but I'm not rolling a percentile at ten minute intervals to see if that happens.)
Hardy har. I've just taken to calling the games I'm talking about "from software games" because calling them "dark souls" games leaves out Demon's Souls, "the souls games" leaves out Bloodborne, and now even "Soulsborne" games leaves out Sekiro. And clearly you got what I meant.
Wasn't kidding about having to look them up. I've been out of the video game scene for a few years, so while "From Software" tickled the back of my mind I wasn't certain what you meant. I only even know Sekiro exists because I follow Gajin Goomba and he did a video on the main character. If I hadn't watched that a week or two ago I'd have no idea what you were talking about there.
Yes, but you can still notice and avoid traps the first time you encounter them, if you're playing cautiously and paying close attention to the environment. It helps if you're familiar with the From Software/soulslike style, just like it helps in my D&D games if you're familiar with the conventions and tropes of the genre.
Does nothing to dispute what I said. Sometimes it is just pure luck, seeing something through a window because you went right instead of left and realize you'll be going through that room later. But if you'd gone left... well then you fall into the ambush.
Absolutely! Tons of games use telegraphing, which should be a strong indication that it's a piece of design that tends to be well-received by players. *snip*
Often, but sometimes you can notice that something is fishy. Again, a genre-savvy player sees holes in the floor and thinks, "this looks suspicious."
I think you missed my point that Dark Souls frustrates me because every uses it as an example, that was as far as I was thinking that would go.
And sure, it can work occasionally, heck maybe it can even work all the time if you really want it to. But, that doesn't mean you have to use it for every trap, for every plot point, for every mystery.
Most people don't only play Dark Souls, they play other games as well that give them other thrills. I'm not going to telegraph everything, sometimes it doesn't make sense, sometimes it just doesn't fit to telegraph the what is coming.
And there are some surprises my players don't see coming. But I always want to make sure they could. In my opinion, a surprise you can't possibly foresee is a gotcha. Maybe it's difficult to foresee, but it shouldn't be impossible.
RE: enemies working to reduce telegraphing, I don't agree, at least when it comes to traps. The point of a trap is to protect something from those who aren't in the know, but to allow those who are in the know safe passage. That means there should be a signal for those in the know. Now, since the PCs aren't in the know, that signal shouldn't be obvious. Going back to my example of the statues that mark the locations of spear traps, there's no way someone not in the know is going to pick up on the fact that the statues of dwarves from a particular clan are safe while those of another clan are trapped. Heck, most folks not in the know aren't even going to be able to recognize the clans the dwarves in the statues belonged to, unless they're proficient in History. But a character who is paying attention might pick up on the pattern, and that, to me, is what makes it difficult-but-fair.
Sure most traps work that way, but does the Lich who can simply teleport into his inner sanctum really need traps like that, it is meant to be a gauntlet of death no one can get through. Not a gauntlet of death his nonexistent living minions can get through.
And plot wise, I once had a game where one of the major powers was an Elven merchant woman, richest and most influential person in the area. Also a secret Drow spy hiding under an illusion and had been for 100 years. What clues should I give the players who don't even have a reason to suspect her? What slip ups make sense for someone like that. Heck, her necklace which hid her illusion had a second setting which revealed horrible burns, a vain and powerful woman hiding her disfigurements under an illusion explains why she is constantly under an illusion spell
I'm not saying the players could have never figured it out. She did have a few shadow organizations they might have traced back to her and gotten suspicious about, but the entire point is how well she covered her tracks. It should be nearly impossible to break her cover, how do you telegraph that without breaking the fiction of it?
Sure, maybe if I was a better DM I could "find a way" but, if the entire point is how hard it is, then there shouldn't be a reason to make it easier.
I didn't say that. If the plan works, clearly it wasn't a mistake. If the plan doesn't work though, and you didn't consider the consequences, and they're bad consequences, that might be a mistake. I want to avoid putting players into situations where they make mistakes as a result of lack of information.
So their action is only a mistake if they lack information, but the only information you are giving are the obvious consequences that they should have known. Nothing else. And the only thing that determines if they succeed or fail is the die roll, or if they back down and come up with a plan that doesn't require a die roll.
So, is it a mistake to come up with a plan that comes down to a die roll?
I'm not trying to attack your style, but your language is showing a bias and your defense of what you are saying seems inconsistent.