definiteFreakyFishGuy
Adventurer
If a dragon and a donkey can fall in love... then I don't see why not.Is it reasonable for a dragon to be at all interested in a humanoid bard?
If a dragon and a donkey can fall in love... then I don't see why not.Is it reasonable for a dragon to be at all interested in a humanoid bard?
As I just said, it's a common meme. But if I'm not using some random determination then it's even more up to the GM, group expectations and genre.
This was also discussed a month ago:
I know, which is why I wonder why it's still being talked about now.This was also discussed a month ago:
Is incorrect. This is addressed in full in the "GM Bad Habits" section of the book.ok, what will a success look like? I guess they get in clean. What about fail forward? Hmm, we've established that this is an estate, and the lord will want to eat breakfast early, so maybe the cook is getting in to start working on that. That's nice, it follows from the fiction.
The opposite. I did know what success would look like, and it contradicted certain details of what failure would have entailed, like the presence of the cook. I knew the cook would not be present on success but would be on failure.Wait a sec. When you were GMing before, and a player tried to do something, you didn't know what success would look like?
IMO 2) should always be available.So, there are two different things that could happen here.
1) Disallowing the action -the PC cannot even attempt it.
2) Allowing the PC to attempt the action, but noting that the DC (or mechanical equvalent) is so high that the PC cannot succeed.
Note that the resulting narrative is different between these. One has no attempt made, the other has an attempt that fails. That means the resulting fictional position is different.
In what cases should the GM choose 1 instead of 2?
If a player wants their PC to try something with no chance of success, honestly I say let them. Clearly the attempt is important to them, and there's no in-fiction reason they can't try.Allowing people to roll even though there's no chance at success has been a bit controversial in the past. It's something I do now and then because I don't want the player to know something is impossible when the character has no way of knowing it's impossible.
But like the DMG says, somethings just aren't going to work like hitting the moon with an arrow. So in those cases? Why waste game time on something that can't happen and the players should know that it can't happen? Sometimes this is as simple as a case of my not being clear enough on the description as a GM, sometimes it's just different expectations of the game and a player trying to push the boundaries of acceptable play.
Not easy, but important I agree.Sure. I think we should all be able to understand which techniques work with which types of games (or player inclinations) after 18,000+ posts.
The real question is whether or not posters can properly caveat their posts to make it clear that they're talking about only a subset of games they're interested in, not all games in general. And have the discipline to do it in every post.
So long as people still get sore about them not being said, they apparently need to be said.Are you sure the real question isn't at what point these caveats go without saying?
It's not our game, though. If you guys are having a great time with cooks who hear less noise and fail to hear more noise, you're doing it right for your group. Enjoyment is the number one goal of playing RPGs.

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