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*TTRPGs General
On taking power away from the DM
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<blockquote data-quote="Ridley's Cohort" data-source="post: 3794470" data-attributes="member: 545"><p>It is all very good to say that a DM can make very fast off the cuff rulings based on the situation and character background through the magic of DM Fiat. That works great in theory.</p><p></p><p>In practice, I see that even good DMs tend to get roll happy when faced with novel tactics and no rules to guide them. Each roll added pushes the answer closer and closer to N-O. </p><p></p><p>If a Monk wants to launch off the balcony to try and knock the escaping Evil Count below off his horse, I would tend to see 1e DMs saying things like: "Uh, well, you need to make a strength check and a dex check for your jump. Then a to hit roll to touch him. Then a strength check to try and hold on. And if that succeeds he will need to make a strength check."</p><p></p><p>You would think a PC with lots of 15s has pretty good stats. But if the DM says "Oh, I guess your PC ought to be able to do that. Do a strength and a dex check." What that really translates into is "I do not want to say no because your request is reasonable based on your PC background. But even though we agree your PC should be good at that kind of thing, you will fail >50% of the time. Just because. (Please stop asking for these off the cuff rulings.)"</p><p></p><p>3e DMs tend to say things more along the line of: "Well, I know your Jump and Tumble skills are skill high so I am not going to even ask you to roll. You take a little fall damage. Roll that touch attack, and then we shall see if you grapple succeeds."</p><p></p><p>Rules are a form of communication. A +20 Jump skill informs the DM and the Player "this PC can easily do anything within the realm of reason for a RL human, and then some".</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 3794470, member: 545"] It is all very good to say that a DM can make very fast off the cuff rulings based on the situation and character background through the magic of DM Fiat. That works great in theory. In practice, I see that even good DMs tend to get roll happy when faced with novel tactics and no rules to guide them. Each roll added pushes the answer closer and closer to N-O. If a Monk wants to launch off the balcony to try and knock the escaping Evil Count below off his horse, I would tend to see 1e DMs saying things like: "Uh, well, you need to make a strength check and a dex check for your jump. Then a to hit roll to touch him. Then a strength check to try and hold on. And if that succeeds he will need to make a strength check." You would think a PC with lots of 15s has pretty good stats. But if the DM says "Oh, I guess your PC ought to be able to do that. Do a strength and a dex check." What that really translates into is "I do not want to say no because your request is reasonable based on your PC background. But even though we agree your PC should be good at that kind of thing, you will fail >50% of the time. Just because. (Please stop asking for these off the cuff rulings.)" 3e DMs tend to say things more along the line of: "Well, I know your Jump and Tumble skills are skill high so I am not going to even ask you to roll. You take a little fall damage. Roll that touch attack, and then we shall see if you grapple succeeds." Rules are a form of communication. A +20 Jump skill informs the DM and the Player "this PC can easily do anything within the realm of reason for a RL human, and then some". [/QUOTE]
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