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General Tabletop Discussion
*Dungeons & Dragons
If you use thunderstep but teleport less than 10 feet do you take damage?
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<blockquote data-quote="James Gasik" data-source="post: 8585297" data-attributes="member: 6877472"><p>I still disagree with the notion that hard mechanics favor players over DM's. What DM on the planet has never made house rulings on how things work for their games? The advantage of hard mechanics is, you can point to an answer. It may not be the answer you like, but it is an answer. If you want to discuss the game with other people on a forum (like here!) it's easier to find the common ground of what the game is written to say, and then make the ruling from there.</p><p></p><p>The idea that players feel entitled to hard rules to protect them from the "big bad DM" is patently silly- the player feels entitled to a game that is fun. Here's the thing about games. Some people like the challenge of something a little unfair (Dark Souls comes to mind). Some people like playing games that are very fair. Some people like playing games in easy mode. Some people feel like playing early Nintendo games with pixel perfect platforming and enemies that infinitely spawn while a timer ticks down.</p><p></p><p>If someone doesn't like your game, that's not a personal affront, that's simply them saying "this isn't fun for me, I'm out". Dithering with the rules in order to make your game more fun for everyone involved is fine. Doing so in a way that makes the game less fun is not fine.</p><p></p><p>A complete game with well defined rules vs. an somewhat messier game where you're told "hey, just do what feels right" isn't favoring one participant over another. In both cases, the DM has to work hard to make sure whatever he fiddles with isn't going to break.</p><p></p><p>The hard rules just give you the advantage that you have guidance to tell you what the developers think about it before having go on Twitter and having to hope Crawford has the time to give you his opinion.</p><p></p><p>Which, by the way, even with hard rules, people did this sort of thing ALL THE TIME anyways, lol. So I really don't see how one approach is "superior". It's all in the mind.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8585297, member: 6877472"] I still disagree with the notion that hard mechanics favor players over DM's. What DM on the planet has never made house rulings on how things work for their games? The advantage of hard mechanics is, you can point to an answer. It may not be the answer you like, but it is an answer. If you want to discuss the game with other people on a forum (like here!) it's easier to find the common ground of what the game is written to say, and then make the ruling from there. The idea that players feel entitled to hard rules to protect them from the "big bad DM" is patently silly- the player feels entitled to a game that is fun. Here's the thing about games. Some people like the challenge of something a little unfair (Dark Souls comes to mind). Some people like playing games that are very fair. Some people like playing games in easy mode. Some people feel like playing early Nintendo games with pixel perfect platforming and enemies that infinitely spawn while a timer ticks down. If someone doesn't like your game, that's not a personal affront, that's simply them saying "this isn't fun for me, I'm out". Dithering with the rules in order to make your game more fun for everyone involved is fine. Doing so in a way that makes the game less fun is not fine. A complete game with well defined rules vs. an somewhat messier game where you're told "hey, just do what feels right" isn't favoring one participant over another. In both cases, the DM has to work hard to make sure whatever he fiddles with isn't going to break. The hard rules just give you the advantage that you have guidance to tell you what the developers think about it before having go on Twitter and having to hope Crawford has the time to give you his opinion. Which, by the way, even with hard rules, people did this sort of thing ALL THE TIME anyways, lol. So I really don't see how one approach is "superior". It's all in the mind. [/QUOTE]
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If you use thunderstep but teleport less than 10 feet do you take damage?
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