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Monsters are more than their stats
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<blockquote data-quote="Lizard" data-source="post: 4176849" data-attributes="member: 1054"><p>And if your idea of a fun game is a long series of rolling dice and tallying up successes without any specific actions being taken, then you'll enjoy this. I think there's more to a scenario than "Difficulty 30, successes required 6". YMMV. This is a good example of what I've been talking about:</p><p></p><p>30 seconds of combat: Played out round by round in glorious detail, with plenty of special abilities, cool powers, and tinkering with small options to give tiny, but possibly crucial, bonuses.</p><p></p><p>Three hours of diplomacy: Everyone pick their highest skill, come up with a justification for how it's going to be useful, and roll. Tally your success or failure. All done? Good. Now, lets move on to some butt-kickin'!</p><p></p><p>Even setting that aside, I think it's treating players with some degree of contempt to tell them "Stop wondering how it all works or how this situation occurred! It did! This is the plot! Deal with it and stop asking me 'Why didn't they do this?' or 'Why didn't they do that?' Because if they did, there'd be no plot! That's why!"</p><p></p><p>It's crappy when authors do it (cough Goblet of Fire cough), and it's crappy when DMs do it. </p><p></p><p></p><p></p><p>The DM needs to be able to think on his feet more. If the players destroy your plot in ten minutes, make up another. Fast.</p><p></p><p></p><p></p><p>From the time I was a young child, people have told me not to think so much about all sorts of things, from religion to fantasy. I have never learned to heed their advice. Sorry.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4176849, member: 1054"] And if your idea of a fun game is a long series of rolling dice and tallying up successes without any specific actions being taken, then you'll enjoy this. I think there's more to a scenario than "Difficulty 30, successes required 6". YMMV. This is a good example of what I've been talking about: 30 seconds of combat: Played out round by round in glorious detail, with plenty of special abilities, cool powers, and tinkering with small options to give tiny, but possibly crucial, bonuses. Three hours of diplomacy: Everyone pick their highest skill, come up with a justification for how it's going to be useful, and roll. Tally your success or failure. All done? Good. Now, lets move on to some butt-kickin'! Even setting that aside, I think it's treating players with some degree of contempt to tell them "Stop wondering how it all works or how this situation occurred! It did! This is the plot! Deal with it and stop asking me 'Why didn't they do this?' or 'Why didn't they do that?' Because if they did, there'd be no plot! That's why!" It's crappy when authors do it (cough Goblet of Fire cough), and it's crappy when DMs do it. The DM needs to be able to think on his feet more. If the players destroy your plot in ten minutes, make up another. Fast. From the time I was a young child, people have told me not to think so much about all sorts of things, from religion to fantasy. I have never learned to heed their advice. Sorry. [/QUOTE]
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