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<blockquote data-quote="IronWolf" data-source="post: 5260370" data-attributes="member: 21076"><p>There is a touch of this in a myriad of ways though above and beyond just skill checks. DM styles vary from table to table and DM to DM. It is the subjective feel of the game, if one wants machine like consistency or feel they may be better served by a computer-based RPG.</p><p></p><p>We were talking skills and ditch-jumping ability. But what if Bob DMs a dark, gritty and low-magic game versus Suzie who DMs a much less gritty and higher magic game. These DM styles will certainly affect what type of character one might choose depending on DM if these players have played with them before.</p><p></p><p>So I think DM styles are going to be different just by nature of the game. DMs are unique individuals that will bring their own nuances to the table. Players will learn these and likely adapt their character creation slightly to best fit with the style of the DM. Yes, this is meta-gamey, but I think it is unavoidable as long as a human runs the game. I don't think this detracts from the game by any means or leads to a poorer game.</p><p></p><p></p><p></p><p>I see the rules as providing the basis of resolving actions. I don't think the rules can cover every possible ditch (trying to stick to one of the earlier examples) and what the exact DC to jump it is, there are just too many variables and we'd end up with a whole page in the rules soley on various DCs to jump a ditch depending on the type of ditch. The rules can provide what a DC would be for what one would consider and easy jump, a more average jump or a downright difficult jump (with snapping alligators at the bottom! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) Then the DM can work within this established framework to assign an appropriate DC for this appropriate ditch.</p><p></p><p>I think our difference of opinion likely stems from me feeling that the ruleset has provided me a more than adequate framework to work from whereas others think it is not clear cut enough or concrete enough.</p><p></p><p></p><p></p><p>I absolutely agree that communication is important. DMs are going to have their own nuances to any game regardless of how vague or defining the ruleset is. So the easiest way to put everyone on the same battlemat is to talk about the game before it gets started. Get input from what the players want, etc. Communication is key.</p><p></p><p>I agree that talking before hand on how one is going to resolve ditch-jumping is less than interesting. But a DM can easily say that he is going to run with a heroic feel (i.e. he likely wants to see you succeed and come up with heroic acts) or a gritty feel. That should help give the players a general feel for such things. If it is still unclear, ask the DM directly. As you said, communication between the DM and players is very important.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5260370, member: 21076"] There is a touch of this in a myriad of ways though above and beyond just skill checks. DM styles vary from table to table and DM to DM. It is the subjective feel of the game, if one wants machine like consistency or feel they may be better served by a computer-based RPG. We were talking skills and ditch-jumping ability. But what if Bob DMs a dark, gritty and low-magic game versus Suzie who DMs a much less gritty and higher magic game. These DM styles will certainly affect what type of character one might choose depending on DM if these players have played with them before. So I think DM styles are going to be different just by nature of the game. DMs are unique individuals that will bring their own nuances to the table. Players will learn these and likely adapt their character creation slightly to best fit with the style of the DM. Yes, this is meta-gamey, but I think it is unavoidable as long as a human runs the game. I don't think this detracts from the game by any means or leads to a poorer game. I see the rules as providing the basis of resolving actions. I don't think the rules can cover every possible ditch (trying to stick to one of the earlier examples) and what the exact DC to jump it is, there are just too many variables and we'd end up with a whole page in the rules soley on various DCs to jump a ditch depending on the type of ditch. The rules can provide what a DC would be for what one would consider and easy jump, a more average jump or a downright difficult jump (with snapping alligators at the bottom! ;) ) Then the DM can work within this established framework to assign an appropriate DC for this appropriate ditch. I think our difference of opinion likely stems from me feeling that the ruleset has provided me a more than adequate framework to work from whereas others think it is not clear cut enough or concrete enough. I absolutely agree that communication is important. DMs are going to have their own nuances to any game regardless of how vague or defining the ruleset is. So the easiest way to put everyone on the same battlemat is to talk about the game before it gets started. Get input from what the players want, etc. Communication is key. I agree that talking before hand on how one is going to resolve ditch-jumping is less than interesting. But a DM can easily say that he is going to run with a heroic feel (i.e. he likely wants to see you succeed and come up with heroic acts) or a gritty feel. That should help give the players a general feel for such things. If it is still unclear, ask the DM directly. As you said, communication between the DM and players is very important. [/QUOTE]
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