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General Tabletop Discussion
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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7082814" data-attributes="member: 29398"><p>What it screams out to me is that it changes the players' entire job description. </p><p></p><p>In war, a prisoner of war's first duty is to try to escape. In D&D (among many other games) a player's first duty is to more or less looking for advantages for his-her own PC or (less often) for the party as a whole. The game world (along with many of its occupants) is to some extent the enemy; a mostly wild thing that exists to be tamed, subdued, beaten up, or otherwise dealt with...and it's the DM's job to keep it real, keep it dangerous, and keep it a reasonably level playing field. The DM builds the fences, the players knock them down.</p><p></p><p>But here, at face value as it sits the player can either narrate in or roll-check in their own advantages whenever they like, and the DM is powerless to stop them. So, the player either has to consciously rein in their tendencies to seek advantage (which not all player can or will do) or the game risks becoming a farce. </p><p></p><p>Not sure if using CaGI as an example is the best idea here, as you've just opened up the awful can o' worms that are 4e quasi-magical martial abilities.</p><p></p><p>That said, most of those forced-movement abilities seemed to me like the game trying to find ways to circumvent its own action resolution:</p><p></p><p>Paladin: "My imposing presence shall intimidate these foul beasts and send them scurrying to their holes!" (rolls great on the intimidate check)</p><p>DM: "Cowed by your confident stride and booming voice, the Goblins flee."</p><p>Dwarf: "No you don't! Come and Get It!"</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7082814, member: 29398"] What it screams out to me is that it changes the players' entire job description. In war, a prisoner of war's first duty is to try to escape. In D&D (among many other games) a player's first duty is to more or less looking for advantages for his-her own PC or (less often) for the party as a whole. The game world (along with many of its occupants) is to some extent the enemy; a mostly wild thing that exists to be tamed, subdued, beaten up, or otherwise dealt with...and it's the DM's job to keep it real, keep it dangerous, and keep it a reasonably level playing field. The DM builds the fences, the players knock them down. But here, at face value as it sits the player can either narrate in or roll-check in their own advantages whenever they like, and the DM is powerless to stop them. So, the player either has to consciously rein in their tendencies to seek advantage (which not all player can or will do) or the game risks becoming a farce. Not sure if using CaGI as an example is the best idea here, as you've just opened up the awful can o' worms that are 4e quasi-magical martial abilities. That said, most of those forced-movement abilities seemed to me like the game trying to find ways to circumvent its own action resolution: Paladin: "My imposing presence shall intimidate these foul beasts and send them scurrying to their holes!" (rolls great on the intimidate check) DM: "Cowed by your confident stride and booming voice, the Goblins flee." Dwarf: "No you don't! Come and Get It!" Lanefan [/QUOTE]
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