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"My Character Is Always..." and related topics.
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<blockquote data-quote="Sebastrd" data-source="post: 7310385" data-attributes="member: 21473"><p>And it's your prerogative to run your game that way. Just know, as a player, that ruling is a clue about how you run your game. It tells me what to expect, and I'll adjust how I approach your game accordingly.</p><p></p><p></p><p></p><p>Sure. I'd call it "fighting defensively" and consider it an action.</p><p></p><p></p><p></p><p>Sure. I'd say if you want to double the time it takes to climb, you can gain advantage on the roll for climbing carefully.</p><p></p><p></p><p></p><p>In this case I might just say no. I might grant advantage only to detect a lie, and withhold the other information that I'd give on a successful Insight check. Depends.</p><p></p><p>Consider this: In all of the above scenarios, what have I given up? A player engaged their brain and I gave them a benefit on a single check that - in the grand scheme of things - means very little. On the other hand, I've gained quite a bit. The player feels the elation of a minor victory. They've been encouraged to attempt smart play. I've taught them that success and failure are not entirely dependent on their character sheet. I have given them ownership over a small portion of the game world.</p><p></p><p>If I give up a bunch of small advantages like the ones above, and my players lose the big upcoming fight, they'll be likely to stay positive and push on. They'll feel like success is in their hands. If I stifle their attempts at smart play at every turn, and they manage to kill the big bad at the end, it'll be a hollow victory. They'll feel like they only won because I let them.</p><p></p><p>Sometimes it's worth losing a battle to win the war.</p></blockquote><p></p>
[QUOTE="Sebastrd, post: 7310385, member: 21473"] And it's your prerogative to run your game that way. Just know, as a player, that ruling is a clue about how you run your game. It tells me what to expect, and I'll adjust how I approach your game accordingly. Sure. I'd call it "fighting defensively" and consider it an action. Sure. I'd say if you want to double the time it takes to climb, you can gain advantage on the roll for climbing carefully. In this case I might just say no. I might grant advantage only to detect a lie, and withhold the other information that I'd give on a successful Insight check. Depends. Consider this: In all of the above scenarios, what have I given up? A player engaged their brain and I gave them a benefit on a single check that - in the grand scheme of things - means very little. On the other hand, I've gained quite a bit. The player feels the elation of a minor victory. They've been encouraged to attempt smart play. I've taught them that success and failure are not entirely dependent on their character sheet. I have given them ownership over a small portion of the game world. If I give up a bunch of small advantages like the ones above, and my players lose the big upcoming fight, they'll be likely to stay positive and push on. They'll feel like success is in their hands. If I stifle their attempts at smart play at every turn, and they manage to kill the big bad at the end, it'll be a hollow victory. They'll feel like they only won because I let them. Sometimes it's worth losing a battle to win the war. [/QUOTE]
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