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General Tabletop Discussion
*Dungeons & Dragons
"People complain, but don't actually read the DMG!" Which sections specifically?
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<blockquote data-quote="Malmuria" data-source="post: 8496328" data-attributes="member: 7030755"><p>Here's the original article: <a href="https://slyflourish.com/cinematic_advantage.html" target="_blank">Replace Flanking with Cinematic Advantage</a></p><p></p><p>Typically the results of failure are that you just can't do the thing you want to do. What slyflourish is outlining here is a game procedure, in particular while playing theater of the mind. He suggests offering environmental elements on index cards and actively negotiating with players as to how interacting with them would produce advantage and making clear the stakes of failure (which would likely be more than simply "you don't get to do the thing"). Then he offers 20 examples of what this might look like. Crucially, he explains what this adds to your game if you are dm. We can compare with dmg p. 239 on advantage and disadvantage, which offers advice like </p><p></p><p></p><p>This is a suggestion, not a procedure. Further, it's vague: what's an example of "some aspect of the environment" or "exceptional" creativity or "circumstances"? It's nothing particularly profound, but I do find slyflourish writing to be more clear and more useful. </p><p></p><p>Other examples would be the rules for tool proficiencies and downtime activities in Xanathar's. The writing there is more clear and the procedures and examples more detailed than what's found in the dmg. The dmg just strikes me as a poorly written and organized book, even when compared to other 5e books, but especially when compared to dm advice from third party products or other games.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8496328, member: 7030755"] Here's the original article: [URL="https://slyflourish.com/cinematic_advantage.html"]Replace Flanking with Cinematic Advantage[/URL] Typically the results of failure are that you just can't do the thing you want to do. What slyflourish is outlining here is a game procedure, in particular while playing theater of the mind. He suggests offering environmental elements on index cards and actively negotiating with players as to how interacting with them would produce advantage and making clear the stakes of failure (which would likely be more than simply "you don't get to do the thing"). Then he offers 20 examples of what this might look like. Crucially, he explains what this adds to your game if you are dm. We can compare with dmg p. 239 on advantage and disadvantage, which offers advice like This is a suggestion, not a procedure. Further, it's vague: what's an example of "some aspect of the environment" or "exceptional" creativity or "circumstances"? It's nothing particularly profound, but I do find slyflourish writing to be more clear and more useful. Other examples would be the rules for tool proficiencies and downtime activities in Xanathar's. The writing there is more clear and the procedures and examples more detailed than what's found in the dmg. The dmg just strikes me as a poorly written and organized book, even when compared to other 5e books, but especially when compared to dm advice from third party products or other games. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
"People complain, but don't actually read the DMG!" Which sections specifically?
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