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In Your Experience: How Good are GM's?
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<blockquote data-quote="Hussar" data-source="post: 5322472" data-attributes="member: 22779"><p>BryonD - my only issue with what you said, and I agree with you mostly, is that "common sense" is far from common, IME. Take a recent example:</p><p></p><p>I was playing a 4e game and my rogue had an at will power (I forget the name) that allows him to jump as if he had a running start, even from standing still. In other words, he calculates a jump check as d20+skill in feet. The character had a +11 skill check.</p><p></p><p>We come across a 10 foot pit. I declare that I sail over the pit with ease, demonstrating my grace (the character is short, fat and a total slob - I liked the image this presented <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). The DM tells me that I have to roll. </p><p></p><p>"Oh, is there something in my way or something?" I ask.</p><p>"No," is the reply. "But a skill check of 1 always fails."</p><p>"Umm, no it isn't actually. That's never actually been true in any edition of D&D."</p><p>"Well, there has to be a chance of failure, so, you have to roll."</p><p></p><p>I jump over the pit, then because of events in the game, I wind up having to jump back and forth a few times. And, of course, I roll a 1 and fall into the pit.</p><p></p><p>This is the kind of thing I'm talking about when I say that DM's often arbitrarily jack up difficulty. This ruling doesn't even make common sense. If someone can jump X feet, he can, barring some extraneous circumstances, always jump X feet. Heck, there isn't even a DC in this case. The only thing the roll tells you is how many feet you jump. It's not a check in the sense of pass fail at all.</p><p></p><p>But, nope, thud, down I go.</p><p></p><p>I have to admit, based on my experience, I'd much, much rather DM's let rules trump common sense than the other way around.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5322472, member: 22779"] BryonD - my only issue with what you said, and I agree with you mostly, is that "common sense" is far from common, IME. Take a recent example: I was playing a 4e game and my rogue had an at will power (I forget the name) that allows him to jump as if he had a running start, even from standing still. In other words, he calculates a jump check as d20+skill in feet. The character had a +11 skill check. We come across a 10 foot pit. I declare that I sail over the pit with ease, demonstrating my grace (the character is short, fat and a total slob - I liked the image this presented :) ). The DM tells me that I have to roll. "Oh, is there something in my way or something?" I ask. "No," is the reply. "But a skill check of 1 always fails." "Umm, no it isn't actually. That's never actually been true in any edition of D&D." "Well, there has to be a chance of failure, so, you have to roll." I jump over the pit, then because of events in the game, I wind up having to jump back and forth a few times. And, of course, I roll a 1 and fall into the pit. This is the kind of thing I'm talking about when I say that DM's often arbitrarily jack up difficulty. This ruling doesn't even make common sense. If someone can jump X feet, he can, barring some extraneous circumstances, always jump X feet. Heck, there isn't even a DC in this case. The only thing the roll tells you is how many feet you jump. It's not a check in the sense of pass fail at all. But, nope, thud, down I go. I have to admit, based on my experience, I'd much, much rather DM's let rules trump common sense than the other way around. [/QUOTE]
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