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In Your Experience: How Good are GM's?
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<blockquote data-quote="Hussar" data-source="post: 5323199" data-attributes="member: 22779"><p>No I have not. A jump check does not actually have a DC. All a jump check does is determine how far you jump. End of rule. If I have a +11 jump and the pit is only 10 feet wide, I make it every single time, unless there is additional information that I am lacking.</p><p></p><p>Thus the question, "Is there something in my way?" Because that's the only way you actually fail this check.</p><p></p><p>Unless, of course, the DM has decided that it is "common sense" that every skill check must carry the chance of failure.</p><p></p><p>That is, by the way, the piece of information I was missing. The DM had changed the rules without informing the table. It has nothing to do with me taking over the narrative.</p><p></p><p>If I declare that my character walks up the stairs, do I need to make a check? Do I need to ask the DM before I climb the stairs? After all, I might slip and fall, therefore there is an element of risk. I guess a player should never state an action but should always phrase it as a request?</p><p></p><p>Again, how is playing by the rules relagating anyone to understudy? As a player, unless informed otherwise, shouldn't I assume that rules are in force?</p><p></p><p>See, IME, the chances that a rule will be in force is directly related to how much of a road block it's putting in front of the player. If the rules make things difficult for the player, then we must play exactly by the rules. OTOH, if the rules say that a given action should be a freebie for the player, then, oh hell no. The rules have to be wrong and difficulty must be increased until there is a chance of failure again.</p><p></p><p>Common sense tends to get applied pretty selectively.</p><p></p><p>And, lets not forget something here. I have not once said that anyone posting in this thread is a bad DM. Not once. But, don't forget that I've had nothing but bad DM's for years. FOUR player revolts where the entire group walked out on the DM, out of 8 DM's. THAT'S how bad it's been.</p><p></p><p>Now, if you've never had your group walk out on you and your players are groovy with what you rule, fine. But, please, don't try to make your anecdotes universal. This "common house rule" was a complete surprise to me. I had never, ever seen it in 3e or 4e, despite playing with many, many players and more than a few DM's.</p><p></p><p>Just because you do it, doesn't make it universal. I have no idea how many DM's rule that 1 always fails on a skill check. Even if lots do it, it's still wrong. The only purpose it serves is to artificially inflate difficulty and negate player choices. The player has chosen to spend resources becoming very good at something and you've basically said that no matter what, you always have a chance to fail.</p><p></p><p>Do I also conversely always have a chance to succeed? Man, makes Take 20 one HELL of a powerful tool in 3e.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5323199, member: 22779"] No I have not. A jump check does not actually have a DC. All a jump check does is determine how far you jump. End of rule. If I have a +11 jump and the pit is only 10 feet wide, I make it every single time, unless there is additional information that I am lacking. Thus the question, "Is there something in my way?" Because that's the only way you actually fail this check. Unless, of course, the DM has decided that it is "common sense" that every skill check must carry the chance of failure. That is, by the way, the piece of information I was missing. The DM had changed the rules without informing the table. It has nothing to do with me taking over the narrative. If I declare that my character walks up the stairs, do I need to make a check? Do I need to ask the DM before I climb the stairs? After all, I might slip and fall, therefore there is an element of risk. I guess a player should never state an action but should always phrase it as a request? Again, how is playing by the rules relagating anyone to understudy? As a player, unless informed otherwise, shouldn't I assume that rules are in force? See, IME, the chances that a rule will be in force is directly related to how much of a road block it's putting in front of the player. If the rules make things difficult for the player, then we must play exactly by the rules. OTOH, if the rules say that a given action should be a freebie for the player, then, oh hell no. The rules have to be wrong and difficulty must be increased until there is a chance of failure again. Common sense tends to get applied pretty selectively. And, lets not forget something here. I have not once said that anyone posting in this thread is a bad DM. Not once. But, don't forget that I've had nothing but bad DM's for years. FOUR player revolts where the entire group walked out on the DM, out of 8 DM's. THAT'S how bad it's been. Now, if you've never had your group walk out on you and your players are groovy with what you rule, fine. But, please, don't try to make your anecdotes universal. This "common house rule" was a complete surprise to me. I had never, ever seen it in 3e or 4e, despite playing with many, many players and more than a few DM's. Just because you do it, doesn't make it universal. I have no idea how many DM's rule that 1 always fails on a skill check. Even if lots do it, it's still wrong. The only purpose it serves is to artificially inflate difficulty and negate player choices. The player has chosen to spend resources becoming very good at something and you've basically said that no matter what, you always have a chance to fail. Do I also conversely always have a chance to succeed? Man, makes Take 20 one HELL of a powerful tool in 3e. [/QUOTE]
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