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Is this fair? -- your personal opinion
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<blockquote data-quote="takyris" data-source="post: 3027322" data-attributes="member: 5171"><p>If my friend were tossed into this dungeon against his well, he might be pissed off -- although he might also opt to take one for the team. He's a hell of a lot more agile than I am, but then, I can hit harder than he can. I'd be in front if we ran into bad guys.</p><p></p><p>On the other hand, if my friend had specifically signed up to be part of a group of people who used their special skills and assets to get through this dungeon, him not wanting to be the guy who pulled the lever would be pretty whiny. Uh, dude, that's what you signed up to do. If I were in the dungeon for that reason, I wouldn't whine if I had to be the guy in front doing the hitting.</p><p></p><p>So, no. In the my-friend example, possibly, but in a D&D game, no. It's not metagaming. That's what the monk, quite literally, brings to the party. Survivability. In every game I've run or played in, unless we're tossed into things against our will, the party forms based on the idea of everyone using their unique skills. Deliberately not being able to see the monk's unique skill just because it doesn't explode or use spell slots is silly.</p><p></p><p></p><p></p><p>It's certainmly metagaming if you say "I'll only lose some HPs." It's also not the world's greatest grammar. But it's not metagaming to say, "I'm the best person on the team at dodging attacks, and my training in the Jhin-Saris mysteries will let me cleanse my body of toxins if, by some horrific mischance, the lever holds a trap that Dalshin wasn't able to find. I think you all should stand back and let me give it a try."</p><p></p><p>Knowing your own abilities is not metagaming. It's immersion. Pretending NOT to know your own abilities, when your character uses them every day, often with his own survival at stake, is silly.</p><p></p><p></p><p></p><p>Hey, if it's a dungeon full of evil stuff, and I've found a secret door, then pulling that lever might let me find a room full of evil masterminds that I'd have otherwise missed. Sure, having a lever open a secret door (that we've found, but cannot open) is weird, but maybe the lever summons a magical creature that asks a riddle or something, and THAT opens the secret door.</p><p></p><p>Exploring is heroic. The implication from the original post was that they'd explored everything else in the dungeon. If you've explored everything else and still haven't figured out a way through the secret door or a likely indication of what the lever does, you pull the lever.</p><p></p><p>At least, under the mindset that bad guys don't make levers with no purpose beyond killing people. (Cue David Spade in "The Emperor's New Groove": "Why does she even HAVE that lever?")</p></blockquote><p></p>
[QUOTE="takyris, post: 3027322, member: 5171"] If my friend were tossed into this dungeon against his well, he might be pissed off -- although he might also opt to take one for the team. He's a hell of a lot more agile than I am, but then, I can hit harder than he can. I'd be in front if we ran into bad guys. On the other hand, if my friend had specifically signed up to be part of a group of people who used their special skills and assets to get through this dungeon, him not wanting to be the guy who pulled the lever would be pretty whiny. Uh, dude, that's what you signed up to do. If I were in the dungeon for that reason, I wouldn't whine if I had to be the guy in front doing the hitting. So, no. In the my-friend example, possibly, but in a D&D game, no. It's not metagaming. That's what the monk, quite literally, brings to the party. Survivability. In every game I've run or played in, unless we're tossed into things against our will, the party forms based on the idea of everyone using their unique skills. Deliberately not being able to see the monk's unique skill just because it doesn't explode or use spell slots is silly. It's certainmly metagaming if you say "I'll only lose some HPs." It's also not the world's greatest grammar. But it's not metagaming to say, "I'm the best person on the team at dodging attacks, and my training in the Jhin-Saris mysteries will let me cleanse my body of toxins if, by some horrific mischance, the lever holds a trap that Dalshin wasn't able to find. I think you all should stand back and let me give it a try." Knowing your own abilities is not metagaming. It's immersion. Pretending NOT to know your own abilities, when your character uses them every day, often with his own survival at stake, is silly. Hey, if it's a dungeon full of evil stuff, and I've found a secret door, then pulling that lever might let me find a room full of evil masterminds that I'd have otherwise missed. Sure, having a lever open a secret door (that we've found, but cannot open) is weird, but maybe the lever summons a magical creature that asks a riddle or something, and THAT opens the secret door. Exploring is heroic. The implication from the original post was that they'd explored everything else in the dungeon. If you've explored everything else and still haven't figured out a way through the secret door or a likely indication of what the lever does, you pull the lever. At least, under the mindset that bad guys don't make levers with no purpose beyond killing people. (Cue David Spade in "The Emperor's New Groove": "Why does she even HAVE that lever?") [/QUOTE]
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