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Open Interpretation Inspirational Healing Compromise.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6724683" data-attributes="member: 6787650"><p>This is an ironic case where mine and your respective usual preferences are flipped. When it comes to combat, I'm pretty okay winging it as a DM with the existing options, and as a player I'm okay with that too. I recognize some limitations and DM dependencies (e.g. if the DM forgets to ever include terrain features, you'll never get to exploit terrain; if rooms never have doors or furniture, you'll almost never get to use your free object interaction) but for the most part I'm okay with the amount of structure martial combat has today. You'd like more mechanical options to increase the scope for player agency. Is that a fair synopsis?</p><p></p><p>But when it comes to out-of-combat options, it sounds like you're the one who's okay winging it based on what's intuitively reasonable, and I'm the one looking for additional rules and mechanical options to increase player agency. I've done things like create rules for trade routes and taxation, so my players know that they can increase their monthly income by X amount if they recruit Y new colonists. One consequence: when they learned recently that a certain warlord was demanding tribute for 5000 gold per month from them as "rent", and that he had a signed deed to the rock their colony is on and everything, they discussed among themselves several options including recruiting more colonists... but they concluded that getting enough colonists to pay the rent purely on that basis was infeasible. They didn't have to break flow to consult with the DM because they already <em>knew</em> how the economics of their colony worked. They might have stopped to ask me a question about the potential rate at which they could recruit colonists, but they didn't have to ask me anything about the consequences of success or failure at recruitment. I see that as a win for player empowerment and I am constantly trying to create more of it.</p><p></p><p>Edit: or maybe our positions aren't flipped, maybe it's just a matter of me being 90% eager for noncombat rules and you being 55% eager.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6724683, member: 6787650"] This is an ironic case where mine and your respective usual preferences are flipped. When it comes to combat, I'm pretty okay winging it as a DM with the existing options, and as a player I'm okay with that too. I recognize some limitations and DM dependencies (e.g. if the DM forgets to ever include terrain features, you'll never get to exploit terrain; if rooms never have doors or furniture, you'll almost never get to use your free object interaction) but for the most part I'm okay with the amount of structure martial combat has today. You'd like more mechanical options to increase the scope for player agency. Is that a fair synopsis? But when it comes to out-of-combat options, it sounds like you're the one who's okay winging it based on what's intuitively reasonable, and I'm the one looking for additional rules and mechanical options to increase player agency. I've done things like create rules for trade routes and taxation, so my players know that they can increase their monthly income by X amount if they recruit Y new colonists. One consequence: when they learned recently that a certain warlord was demanding tribute for 5000 gold per month from them as "rent", and that he had a signed deed to the rock their colony is on and everything, they discussed among themselves several options including recruiting more colonists... but they concluded that getting enough colonists to pay the rent purely on that basis was infeasible. They didn't have to break flow to consult with the DM because they already [I]knew[/I] how the economics of their colony worked. They might have stopped to ask me a question about the potential rate at which they could recruit colonists, but they didn't have to ask me anything about the consequences of success or failure at recruitment. I see that as a win for player empowerment and I am constantly trying to create more of it. Edit: or maybe our positions aren't flipped, maybe it's just a matter of me being 90% eager for noncombat rules and you being 55% eager. [/QUOTE]
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