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Mearls on Balance in D&D
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<blockquote data-quote="el-remmen" data-source="post: 3378832" data-attributes="member: 11"><p>Right, it is all about dynamics, not rules. . . See above.</p><p></p><p>In my case, if I thought something was totally whacked, I would look to my players and say, "I think this is totally whacked and has a slim to no chance of working, wanna go over your thinking about it again, so I can see if I am missing something?"</p><p></p><p>And after we talk about it a bit, if I still think it is too nuts, I say "You can try it, but the level of difficulty I imagine is going to mean you will need to be <em>lucky</em> to pull it off (i.e. high DCs or frequent checks, or some combination). . . And if they still want to do it, they do it and deal with the consequences.</p><p></p><p>And if not, then not. . . we move on and they think of something else. . it is part of the reason why the GM is also called referee. . . They accept it because they also trust me to keep an open mind and work with them to keep the game fun.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 3378832, member: 11"] Right, it is all about dynamics, not rules. . . See above. In my case, if I thought something was totally whacked, I would look to my players and say, "I think this is totally whacked and has a slim to no chance of working, wanna go over your thinking about it again, so I can see if I am missing something?" And after we talk about it a bit, if I still think it is too nuts, I say "You can try it, but the level of difficulty I imagine is going to mean you will need to be [I]lucky[/I] to pull it off (i.e. high DCs or frequent checks, or some combination). . . And if they still want to do it, they do it and deal with the consequences. And if not, then not. . . we move on and they think of something else. . it is part of the reason why the GM is also called referee. . . They accept it because they also trust me to keep an open mind and work with them to keep the game fun. [/QUOTE]
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