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Rant: Why must thing always be obvious in D&D?
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<blockquote data-quote="Numion" data-source="post: 3651478" data-attributes="member: 124"><p>I wonder how it really went down. We've only heard one side. People usually don't express themselves as strongly as they're told to have done in secondhand accounts.</p><p></p><p></p><p></p><p>My philosophy applies to situations where a player says "Can I do X?", not when he asks "Can I <em>not</em> do Y?". It just feels stupid to add the disclaimer every time, because 90% of ENWorld arguments are about player trying to use ability/feat/spell/magic item in some way and the ingrained DM response is to shoot it down. At least I noticed a couple of years back that my default answer to attempts by players to move a little outside the box were usually negative - that's no fun as a player when you've invested resources on your characters abilities, and the DM is just trying to block them.</p><p></p><p>And it's not a hard rule, just a philosophy or rule of thumb about <em>trying</em> to think of ways to say yes. If my player said "My halfling starts to flap his hands and flies away from the ogres", I would say "Howabout no, you crazy pintsized bastard?". Rules of thumb only work with common sense.</p></blockquote><p></p>
[QUOTE="Numion, post: 3651478, member: 124"] I wonder how it really went down. We've only heard one side. People usually don't express themselves as strongly as they're told to have done in secondhand accounts. My philosophy applies to situations where a player says "Can I do X?", not when he asks "Can I [i]not[/i] do Y?". It just feels stupid to add the disclaimer every time, because 90% of ENWorld arguments are about player trying to use ability/feat/spell/magic item in some way and the ingrained DM response is to shoot it down. At least I noticed a couple of years back that my default answer to attempts by players to move a little outside the box were usually negative - that's no fun as a player when you've invested resources on your characters abilities, and the DM is just trying to block them. And it's not a hard rule, just a philosophy or rule of thumb about [i]trying[/i] to think of ways to say yes. If my player said "My halfling starts to flap his hands and flies away from the ogres", I would say "Howabout no, you crazy pintsized bastard?". Rules of thumb only work with common sense. [/QUOTE]
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Rant: Why must thing always be obvious in D&D?
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