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Judgement calls vs "railroading"
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7053940" data-attributes="member: 6846794"><p>Oh aye, you can give the chance of success but, in essence, the DC is set to such a high degree that barring something special, it will typically fail - or can be achieved at great cost the party/character. Which brings us back to the intent. If the DM is setting DCs and charging for choices simply to push characters to the next stage in their crafted narrative, as a player, I'd not be pleased and feel like I have lost an element of choice/agency. </p><p></p><p>But if the DM is using such tools to shape play, then I wouldn't. For example, a player might set off on a course that will guarantee their death <em>('I want to stick my head in the rotating rusting mechanical portal')</em> and the DM could then set the DC, choose appropriate language and commincate a cost to nudge the player away from such a choice, without directly vetoing the action. <em>(''You can certainly try though you'll need luck and lightning fast reflexes to dodge the razor sharp, blood encrusted mechanism if you wish to keep your head. Let's call it a very high Dex save.'' )</em> </p><p></p><p>In this example the DM could simply let the player poke their head into the portal and die. Instead, they give the player the choice - make a check and risk death. It's a non-choice really, for all but the most foolhardy players, but through framing the choice, providing the select details and setting the DC, the player is nudging the player away from having their characters take a course of action, for their own sake, without simply saying no/telling the player that such a choice is stupid/foolhardy. That kind of play/call on the DM's part I'm aok with. I don't mind be manipulated for my own good as a player <em>(tell me a joke sometime!)</em> and can respect such a style of DMing that wishes to accommodate and support play while still providing choice. [sblock] <em>..and we have a player that will STILL stick their head in the rusted mechanical death portal.. because.... reasons!?</em>[/sblock]</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7053940, member: 6846794"] Oh aye, you can give the chance of success but, in essence, the DC is set to such a high degree that barring something special, it will typically fail - or can be achieved at great cost the party/character. Which brings us back to the intent. If the DM is setting DCs and charging for choices simply to push characters to the next stage in their crafted narrative, as a player, I'd not be pleased and feel like I have lost an element of choice/agency. But if the DM is using such tools to shape play, then I wouldn't. For example, a player might set off on a course that will guarantee their death [I]('I want to stick my head in the rotating rusting mechanical portal')[/I] and the DM could then set the DC, choose appropriate language and commincate a cost to nudge the player away from such a choice, without directly vetoing the action. [I](''You can certainly try though you'll need luck and lightning fast reflexes to dodge the razor sharp, blood encrusted mechanism if you wish to keep your head. Let's call it a very high Dex save.'' )[/I] In this example the DM could simply let the player poke their head into the portal and die. Instead, they give the player the choice - make a check and risk death. It's a non-choice really, for all but the most foolhardy players, but through framing the choice, providing the select details and setting the DC, the player is nudging the player away from having their characters take a course of action, for their own sake, without simply saying no/telling the player that such a choice is stupid/foolhardy. That kind of play/call on the DM's part I'm aok with. I don't mind be manipulated for my own good as a player [I](tell me a joke sometime!)[/I] and can respect such a style of DMing that wishes to accommodate and support play while still providing choice. [sblock] [I]..and we have a player that will STILL stick their head in the rusted mechanical death portal.. because.... reasons!?[/I][/sblock] [/QUOTE]
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