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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="Celebrim" data-source="post: 5837895" data-attributes="member: 4937"><p>This is a great example because it is exactly the sort of proposition that I expect to face as a DM. And its exactly the sort of thing that made me love 3e more than 1e, because I feel 3e gives me better tools to deal with it.</p><p></p><p>In 1e, it's clear to me what the player wants - but its not at all clear to me what I should say or what should happen. The rules give me virtually no guidance. Whatever I say, I'm making it up completely. The implicit rule of, "In the absence rules, things work how they would in real life" is no help to me here. I can try to imagine this in my head, and really that comes down to my opinion of how the monster moves. Is my monster an idiot or a parkour star? How many steps behind is the monster, and how many steps will adjusting his move cause him to fall behind? The problem I typically faced in 1e is that when a player pulled a stunt, the binary nature of the stunt - monster falls or doesn't - tended to make me very conservative. The outcome was generally never impressive, and never really satisfying to anyone. I felt I couldn't afford to give the player 'I win' buttons, else the player would have the expectation that every plan - no matter how ill thought out - would work. As a result, the rules pushed me to saying "No."</p><p></p><p>But in 3e, I've got rules in easy reach. The stunt is the player wants to make a nonstandard trip attack. I can work with that. We know have a non-standard proposition that I can convert into a standard proposition of the form "X chance of success, Y on success, Z on failure." Everyone is happy. The player doesn't get an 'I win' button, but he does get the chance of his plan being spectacularly successful.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5837895, member: 4937"] This is a great example because it is exactly the sort of proposition that I expect to face as a DM. And its exactly the sort of thing that made me love 3e more than 1e, because I feel 3e gives me better tools to deal with it. In 1e, it's clear to me what the player wants - but its not at all clear to me what I should say or what should happen. The rules give me virtually no guidance. Whatever I say, I'm making it up completely. The implicit rule of, "In the absence rules, things work how they would in real life" is no help to me here. I can try to imagine this in my head, and really that comes down to my opinion of how the monster moves. Is my monster an idiot or a parkour star? How many steps behind is the monster, and how many steps will adjusting his move cause him to fall behind? The problem I typically faced in 1e is that when a player pulled a stunt, the binary nature of the stunt - monster falls or doesn't - tended to make me very conservative. The outcome was generally never impressive, and never really satisfying to anyone. I felt I couldn't afford to give the player 'I win' buttons, else the player would have the expectation that every plan - no matter how ill thought out - would work. As a result, the rules pushed me to saying "No." But in 3e, I've got rules in easy reach. The stunt is the player wants to make a nonstandard trip attack. I can work with that. We know have a non-standard proposition that I can convert into a standard proposition of the form "X chance of success, Y on success, Z on failure." Everyone is happy. The player doesn't get an 'I win' button, but he does get the chance of his plan being spectacularly successful. [/QUOTE]
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