buzz said:I'm saying that it sounds like the player has to ask, becasue otherwise they have no idea whether their PC is capable of making the jump.
And I'm saying that, despite the fact that there are codified modifiers in the RAW, the fact that the RAW also leaves the final DC ultimately in the hands of the DM means that a D&D player also has to ask, otherwise he has no idea whether his PC is capable of making the jump. The codified modifiers are a safety blanket for players who fear crappy GMs. They do not, in fact, keep crappy GMs from screwing up the game - because the GM is empowered to decide which modifiers come into play and is also empowered to provide his own situational "circumstance" modifiers.
I can look at the battlemap and know exactly what the distance is, whether there's room for a running start, and (with most DMs I play with, including me) see where hindered terrain is marked.
Does your DM draw out hindered terrain your player can't see? Does your DM draw out wind currents? Does your DM draw out invisible barriers? There is always the possibility you know less than you think you do. Interaction with the DM is the only sure way to know what modifiers apply and even then you may not be entitled to know some of them until the action is attempted.
If the DM is adding a +5 because of a draft, she's totally making up a rule, and picking a modifier that's way beyond the +2/-2 "DM's buddy".
The "DM's buddy" is not a rule, it is a suggested guideline (it describes itself as such). The same exact section of the rules makes it quite clear that the DM can set modifiers beyond +/-2 and/or may set multiple +/-2 modifiers. It's obvious from the RAW that the enumerated modifiers are concrete but that those are not the only modifiers allowed and that the DM is ultimately in charge of setting the DC for any task.
Sure, I need info about the surroundings from the DM, but at least that info has meaning in rules terms. Your description of C&C makes it sound like the numbers on the sheet don't really tell me anything, because the guidelines for the jump's TN exist solely in the GM's head.
My point is, so does the DC in a D&D game. The guidelines may be concrete, but the ultimate number is still based on a DM judgement call.
Because in the C&C you describe, the player knows absolutely nothing about their chances to make the jump until they ask the GM.
I think you keep making the mistake that I'm saying C&C isn't arbitrary. I'm not. C&C is arbitrary; and (despite the facade of enumerated modifiers in the rulebooks) so is D&D by the RAW. The DM sets the DC, whatever modifiers pertain to a situation, pertain because he has decided that the situation includes the factors that trigger those modifiers.
The point is that there is a system being used, and as a player, I can see how the DC was arrived at, i.e., there's a codified rationale.
Yes, the DM can tell you X, Y and Z situation exists and you can look in the rulebook and see that X,Y and Z situations give certain modifiers. The DM is still making the decision about which situations exist. The process is no less "arbitrary" than C&C, it just takes a more obscure form that gives the illusion that the DM is somehow constrained and that the players are somehow empowered. It may very well make some players feel more comfortable, but it really changes nothing.
Actually, that's pretty much how the jump rules work.![]()
As I said, the formula sets the base DC, it doesn't set the final DC. The DM sets the final DC by deciding which modifiers apply and which don't. If the DM decides no modifiers apply and that the DC set forth in the formula is the one he will use, it's still the DM making the decision - not the formula in the rulebooks. Deciding not to change the base DC is still making a decision. The point being, until a player consults the DM, he doesn't know whether the base DC supplied by the rules is valid or not.
But the modifiers are pertty much codified, and will generally not vary because, say, the GM has had a bad day, or feels like going easy on me, or has bad spatial skills, or doesn't buy my argument as to why my PC should succeed.
The modifiers may not vary because your GM has had a bad day or because your GM feels like going easy on you, but I don't believe for a minute that the final DC won't vary depending on those variables if it would vary according to those things in a rules-lite system where the modifiers aren't spelled out.
If you've got a GM who cares about being impartial, fair and consistent, he's going to be so whether he's using D&D or C&C as his system. If you've got a GM who is out to screw you or create his story independent of what the dice roll, he's going to do it whether he's using D&D or C&C as his system. I know it may feel that way, but the rules cannot protect you from bad GMing.
I'm not saying that a D&D player can go in blind; of course they need to communicate with the DM. However, a D&D player can look at a 20' chasm drawn on a battlemat (i.e., info from the DM) at at least know a basic DC for a jump before the DM says anything. If the DC is set wholly by fiat, I don't know anything wihtout asking the DM.
What I'm saying is, I don't see a discernable difference between the two. Both require the player to communicate with the DM and (with any kind of a decent DM) asking should get both players to the same place (i.e. - having a reasonable idea of how likely he is to succeed at a specific task). With a lousy DM, both players still end up in the same place as well.
What I'm getting from you is that you think the guidelines provided by D&D will take a bad GM, who would normally make arbitrary and unfair judgements during the game, and turn him into a decent GM; and that, conversely, a GM who runs a fair, reasonable D&D game will suddenly become unfair and arbitrary if he starts using a rules-lite system like C&C. I disagree that system can fix a lousy DM or ruin a good one.
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