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If you use thunderstep but teleport less than 10 feet do you take damage?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8583302" data-attributes="member: 6790260"><p>To specify my thoughts, hopefully concisely:</p><p></p><p>DMs produce the world (maybe cooperatively), setting what can be seen, acquired, opposed, etc. These form incentives, which feed player decisions. The DM evaluates those decisions, and sets results and consequences, either directly or by invoking mechanics. Those results and consequences, whether direct from DM or mediated by mechanics, set the next round of incentives. The wheel turns.</p><p></p><p>I see many DM questions that reflect some amount of ignorance about the connection between their inputs (information/incentives) or outputs (results/consequences) and player decisions. Sometimes, it takes the form you cite, using (allegedly) subtle hints or the like, trying to create incentives without having them be <em>seen</em> as incentives. Other times, it shows as a frustration with ongoing (or intensifying) player behavior, with the DM not seeing how their incentives and consequences directly lead to those behaviors.</p><p></p><p>In the "subtle hints" case, DMs seem to think just talking to players will ruin the moment or destroy the "magic" etc. That's a valid point, but often taken too far, dragging out fixable problems without need. It is ineffective, and possibly destructive, to so heavily prioritize "preserving the magic" when dealing with certain kinds of ongoing issues.</p><p></p><p>In the latter case, which I think is more relevant here, the DM has some clear goal they want to push their players toward, but it isn't happening, or they have something they want to push the players <em>away</em> from, but it keeps happening. Having players that <em>want</em> to do creative things means either giving worthy rewards (in <em>their</em> eyes, not strictly in the DM's eyes) for the risks, or lowering the risk to match them (or both). This is another part of why I work so hard to encourage genuine (non-abusive, non-exploitative) player enthusiasm in...pretty much every bit of the game. The more my players know I'm <em>with</em> them, that I'm implicitly "on board" for their shenanigans, the more shenanigans they'll willingly pull, and the more fun we'll all have.</p><p></p><p>Players still have responsibility to do their part in making a great game. But DMs need to think, sometimes <em>very hard</em>, about how their choices, beliefs, biases, etc. shape what players will choose to do. Realism is cool, and usually worth seeking. But it can encourage stuff you don't want to happen, or discourage what you do want to happen, if you don't examine it critically. Players are the best people for the job of helping a DM critique her methods and (pre)conceptions.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8583302, member: 6790260"] To specify my thoughts, hopefully concisely: DMs produce the world (maybe cooperatively), setting what can be seen, acquired, opposed, etc. These form incentives, which feed player decisions. The DM evaluates those decisions, and sets results and consequences, either directly or by invoking mechanics. Those results and consequences, whether direct from DM or mediated by mechanics, set the next round of incentives. The wheel turns. I see many DM questions that reflect some amount of ignorance about the connection between their inputs (information/incentives) or outputs (results/consequences) and player decisions. Sometimes, it takes the form you cite, using (allegedly) subtle hints or the like, trying to create incentives without having them be [I]seen[/I] as incentives. Other times, it shows as a frustration with ongoing (or intensifying) player behavior, with the DM not seeing how their incentives and consequences directly lead to those behaviors. In the "subtle hints" case, DMs seem to think just talking to players will ruin the moment or destroy the "magic" etc. That's a valid point, but often taken too far, dragging out fixable problems without need. It is ineffective, and possibly destructive, to so heavily prioritize "preserving the magic" when dealing with certain kinds of ongoing issues. In the latter case, which I think is more relevant here, the DM has some clear goal they want to push their players toward, but it isn't happening, or they have something they want to push the players [I]away[/I] from, but it keeps happening. Having players that [I]want[/I] to do creative things means either giving worthy rewards (in [I]their[/I] eyes, not strictly in the DM's eyes) for the risks, or lowering the risk to match them (or both). This is another part of why I work so hard to encourage genuine (non-abusive, non-exploitative) player enthusiasm in...pretty much every bit of the game. The more my players know I'm [I]with[/I] them, that I'm implicitly "on board" for their shenanigans, the more shenanigans they'll willingly pull, and the more fun we'll all have. Players still have responsibility to do their part in making a great game. But DMs need to think, sometimes [I]very hard[/I], about how their choices, beliefs, biases, etc. shape what players will choose to do. Realism is cool, and usually worth seeking. But it can encourage stuff you don't want to happen, or discourage what you do want to happen, if you don't examine it critically. Players are the best people for the job of helping a DM critique her methods and (pre)conceptions. [/QUOTE]
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If you use thunderstep but teleport less than 10 feet do you take damage?
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