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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Ovinomancer" data-source="post: 8427298" data-attributes="member: 16814"><p>Specifically because it dictates outcomes, not inputs. Indomitable gives you a reroll, but doesn't dictate an outcome. Opportunity Attacks are gives you an action, but it doesn't dictate an outcome. Spells give you the ability to say what happens. If I cast Wall of Stone, then result the GM has to narrate is a wall of stone.</p><p></p><p>There's some grey area, especially in the combat rules, because 5e combat rules are the place where the players have the most agency -- ability to make meaningful decisions -- in the game. I say this because the combat engine gives the players the most ability to control outcomes outside of spells, but here it's really just a chance and in small increments. I can cast Wall of Stone, though, and the GM has to narrate that wall of stone and then deal with it going forward as a constraint on their ability to narrate.</p><p></p><p>Why is this? It's an odd thing to say.</p><p></p><p>Oh, I'd argue this, but it's really wandering off the path at this point.</p><p></p><p>What does this have to do with Charm Person and the GM being required to narrate that the NPC (who I assume is now the guard?) is friendly? I mean, this is like saying that you have a glass vase, but then you smash it, so what does that say about you having had a glass vase? Nothing. Later events will be resolved how they are resolved, but that doesn't change the fact that I cast Charm Person, the save was failed, and now the GM is required to say the NPC is friendly towards me. If I then punch them in the fact, that doesn't change what happened, it generates new things to be resolved.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8427298, member: 16814"] Specifically because it dictates outcomes, not inputs. Indomitable gives you a reroll, but doesn't dictate an outcome. Opportunity Attacks are gives you an action, but it doesn't dictate an outcome. Spells give you the ability to say what happens. If I cast Wall of Stone, then result the GM has to narrate is a wall of stone. There's some grey area, especially in the combat rules, because 5e combat rules are the place where the players have the most agency -- ability to make meaningful decisions -- in the game. I say this because the combat engine gives the players the most ability to control outcomes outside of spells, but here it's really just a chance and in small increments. I can cast Wall of Stone, though, and the GM has to narrate that wall of stone and then deal with it going forward as a constraint on their ability to narrate. Why is this? It's an odd thing to say. Oh, I'd argue this, but it's really wandering off the path at this point. What does this have to do with Charm Person and the GM being required to narrate that the NPC (who I assume is now the guard?) is friendly? I mean, this is like saying that you have a glass vase, but then you smash it, so what does that say about you having had a glass vase? Nothing. Later events will be resolved how they are resolved, but that doesn't change the fact that I cast Charm Person, the save was failed, and now the GM is required to say the NPC is friendly towards me. If I then punch them in the fact, that doesn't change what happened, it generates new things to be resolved. [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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