Kahuna Burger
First Post
Little bit of a strawman. With or without minis a DM can take control and nerf a player plan. But the point that was brought up was that without minis there are cases where the DM has control thrust upon him whether he wants it or not. When a player wants to use a tactic, or item or spell that the DM hadn't been thinking about when (roughly) mentally positioning combatants and asks "Is there a spot where X Y and Z are all true" the DM isn't just answering, he is deciding. This is not the simple "two PCs are flanking so obviously there is no way to place an area effect that won't get one of them" but for instance "two PCs each are flanking two foes who are far enough apart that the PCs could move between foes if they had to, and a PC wants to place a line effect so that it hits the two foes and no more than one of the PCs." Can the PC do it? The DM doesn't know. He simply hasn't been keeping that detailed a spatial map in his head. He has to decide. Or maybe he can randomly roll some dice to decide, though for many that won't be much more satisfying. (and he has to decide on what probability he wants to give those circumstances, which is again control over the player's plan he didn't take but was given by the circumstances.)Raven Crowking said:You're right....the DM couldn't simply add hp to the guys you're ambushing equal to the amount of damage you do, thus creating exactly the same situation no matter how many rounds of fire you got. Minis prevent this completely.![]()
Seriously, No minis =/= More DM control, though minis might create the illusion of player control. If you trust your DM, not an issue. If you do not, why are you playing in his game?
I agree with Madman that there are systems where these sort of tactical plans should by design be a dramatic decision / tradeoff by the GM, but if you want a game where the DM sets up the situation and the players cope with it within clear tactical rules, I would think you would want to let the tactical situation be as concrete as possible, so that you don't have to take control over whether a player plan suceeds when you prefer to "let the dice fall where they may".
If you don't want a very tactically detailed game, that's cool too, but as a player I would prefer to know the defacto house rules before I design my character with choices based on the default combat model for that system.