Maxperson
Morkus from Orkus
That's the rule for the spell. They get to know if the roll hit, but not what the number is.Do you also NOT tell them if the Shield spell will help prevent the opponent's attack?
That's the rule for the spell. They get to know if the roll hit, but not what the number is.Do you also NOT tell them if the Shield spell will help prevent the opponent's attack?
Okay. Describe the information in observable-terms, rather than thinky-terms. "Looks like it would probably work"/"It might work, but might not"/"The attack's coming from a really awkward angle" etc.
Though being perfectly honest, someone who can't accept any form whatsoever of merely flavoring description with emotion sounds to me like someone who can't really play TTRPGs.
I haven't tried to make this anything. I've told you how I and my group operates. Something about the way I've done that does not sit well with you, but I'm not really sure why. You seem to be asking me for tips on dealing with limited or broken trust, but I have no answers for you. As I have already explained, I don't think I'm the best person for to be looking to for help on that topic, because I don't really experience the problems you're talking about.Let me put it in extremely simple terms then.
Trust isn't perfect. A person can do something that puts you off. Not enough to break trust*. Just wobble it some. "Hmm," Jane says. "That seems...off."
She goes to DM Alice. "Alice, you did a thing that concerned me a little." How does Alice respond?
Per this thread, Alice responds, "You just have to trust me." No answers. No accountability. No work to build trust. No work to keep trust. Trust MUST be there, flawless, from time zero. Just, "You must trust me."
To me? That answer writes off Jane's mild worry in a very worrying way. Far from calming a wobble, that answer IS breaking trust.
*People get so mad at me for "extreme" positions attributed or taken...and then they do this. Seriously, you yourself have just MADE this two hard, binary extremes: either trust is utterly full and complete and perfect without even the slightest hint of a whisper of a shadow of a doubt, or it has thoroughly and utterly failed. There can be no in-between for you, no shades of grey. Either trust is utter and perfect and you'd never question anything a DM did ever, or you cannot ever believe anything at all and completely reject any association whatsoever. How is that not a ridiculously extreme stance?
I was talking about rules in general. They are not totally unrelated, sure, but within the context of the thread, they are distinct things.Which issue, trust or rules? Are you sure they are different?
Because it is based in reason.Why isn't this decision arbitrary?
Context provides the basis for the reasoning and cannot be provided here, because there's no way to provide the level of detail you get in an actual game in a typed out example. There are too many variables that come out of an organically run game that combine with the game rules and setting to provide the context.Folks have repeatedly insisted that it is not, in any way shape or form, arbitrary. Yet now that we drill down to it, the answer is...a shrug? As I've said many times, with GM effort, nearly anything can be made "realistic", doubly so when that effort happens entirely behind the black box.
If the DM has to work to make something realistic, it wasn't realistic to begin with. We don't work to make something realistic. Either it is or isn't before we start reasoning things through. There can be multiple possibilities, but there's not going to be a superabundance of them.There are, in most cases, a superabundance of paths that are either already realistic purely based on what is already known, or which GM effort could make realistic, albeit with varying degrees of effort.
The person in question was saying they wouldn't. That's why I said what I said.And most GMs do this.
A player who gets outright upset because of something so mild as "it's worryingly close to the line"--necessarily an emotional description, but descriptive nonetheless--would be extremely tedious to actually interact with at the DMing table.I don’t even know what you are trying to say here.
Because if the DM is just making rulings on whim and without thoughtful reasoning, he's going to quickly start making conflicting rulings. Further, the players will have most of the information the DM has, so rulings made on whim and not reason will often not make sense with even the information the player has.How? How can you distinguish arbitrary from non-arbitrary when the world is sealed behind the black box, other than the drip of information the GM feeds you?
That's a major problem. They are VERY different definitions and if you think they are the same, you will rarely be correct when you use the word.I mean, I don't personally see any difference between those two things.
Absolutely, 100% false. Based on the information the player has, it's very often easy to tell if a ruling is being made on a whim rather than reason.Choices made without even the possibility of oversight, you cannot distinguish between the two senses of arbitrary. You literally cannot tell what is capricious and what isn't--because anything can be justified as "realistic" with enough effort, and we've already established that the GM is going to extensive prior effort!
I was talking about rules in general. They are not totally unrelated, sure, but within the context of the thread, they are distinct things.
The standard "Old School <insert your preferred R word here>" attitude is that rules are the worst thing ever inflicted upon TTRPGs. Doesn't matter what they're for. Get rid of 'em unless you can't--and minimize them as much as physically possible if you truly can't eliminate them. Make everything ad-hoc processes, a Weierstrass function of fractal roughness. The idea that a rule could ever be a useful tool for anything at all, for any pat of the gameplay experience, is treated as something only a fool could think.
So, I can respect that, that is consistency!That's the rule for the spell. They get to know if the roll hit, but not what the number is.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.