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<blockquote data-quote="Kichwas" data-source="post: 1097836" data-attributes="member: 891"><p>See I also like a flair for the dramatic, and for characters doing the heroic.</p><p></p><p>But not doing the stupid or foolhardy. Maybe it's the military veteran in me, but I want people to make the right choices to win and overcome -not any choices they darn well feel like.</p><p></p><p>If there's no consequence for anything you do, then players will start rushing in without thought, bullying about rural towns like a pack of thugs, charging in to Orc lairs they have no reason assaulting, and so on... all because they can -the DM won't hurt them. They can pimp-slap a red dragon and nothing bad's gonna happen.</p><p></p><p>I'll save that for my super hero game, where it fits and the RPG (Mutants and Masterminds) is built to let it happen.</p><p></p><p>But DnD is more about making yourself into a hero, earning it rather than having it handed to you.</p><p></p><p>Being forced to make the right choices to survive a challenge won't lead to conservative or staticly repetitive results - it will lead to innovation and thought. Honestly if you've ever been in an actual 'situation' you'd know that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> The ones who win out are the ones who find the better solutions, not the same old solutions.</p><p></p><p>I want an in depth story and lots of roleplay. But I want it to make sense, keep people in the moment, and reward not the people who violate genre or logic but the people who capture genre and logic.</p><p></p><p>So in the end, I switched my preference on this issue -at least for DnD.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1097836, member: 891"] See I also like a flair for the dramatic, and for characters doing the heroic. But not doing the stupid or foolhardy. Maybe it's the military veteran in me, but I want people to make the right choices to win and overcome -not any choices they darn well feel like. If there's no consequence for anything you do, then players will start rushing in without thought, bullying about rural towns like a pack of thugs, charging in to Orc lairs they have no reason assaulting, and so on... all because they can -the DM won't hurt them. They can pimp-slap a red dragon and nothing bad's gonna happen. I'll save that for my super hero game, where it fits and the RPG (Mutants and Masterminds) is built to let it happen. But DnD is more about making yourself into a hero, earning it rather than having it handed to you. Being forced to make the right choices to survive a challenge won't lead to conservative or staticly repetitive results - it will lead to innovation and thought. Honestly if you've ever been in an actual 'situation' you'd know that. :p The ones who win out are the ones who find the better solutions, not the same old solutions. I want an in depth story and lots of roleplay. But I want it to make sense, keep people in the moment, and reward not the people who violate genre or logic but the people who capture genre and logic. So in the end, I switched my preference on this issue -at least for DnD. [/QUOTE]
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