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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="pemerton" data-source="post: 8431083" data-attributes="member: 42582"><p>I think it depends on context.</p><p></p><p>Classic Traveller doesn't have a uniform system for action resolution (some people don't like that about it; I think it's a strength), other than defaulting to 2d6 for the throw.</p><p></p><p>Here is the advice on setting required throws for Streetwise, again quoted from Book1, p 15:</p><p></p><p style="margin-left: 20px">the name of an official willing to issue licences without hassle =5+, the location of high quality guns at a low price =9+ . . . DMs based on streetwise should be allowed at +1 per level. No expertise DM = -5.</p><p></p><p>Now I prefer to adjust the numbers to set the base for no expertise at +0, which results in the following:</p><p></p><p style="margin-left: 20px">the name of an official willing to issue licences without hassle =10+, the location of high quality guns at a low price =14+ . . . DMs based on streetwise should be allowed at +6 for Streetwise-1 and +1 per additional level of expertise.</p><p></p><p>So you can see that the suggested difficulties make it impossible for those without expertise to find shady gun dealers! That sort of reasoning from the fiction is acceptable: in effect, the game says only someone who "is acquainted with the ways of local subcultures" can find them (whereas even the naive have a 1-in-6 chance to stumble across a helpfully corrupt official!). These examples obviously set a basis for extrapolation to novel cases. What is going to be harder than finding a shady gun dealer? Not nothing, but not a lot either.</p><p></p><p>But setting an impossible difficulty <em>for the purpose of stopping the player getting what they want </em>would not be acceptable in my view. That is not reasoning about the fiction. It's just blocking the action declaration.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8431083, member: 42582"] I think it depends on context. Classic Traveller doesn't have a uniform system for action resolution (some people don't like that about it; I think it's a strength), other than defaulting to 2d6 for the throw. Here is the advice on setting required throws for Streetwise, again quoted from Book1, p 15: [indent]the name of an official willing to issue licences without hassle =5+, the location of high quality guns at a low price =9+ . . . DMs based on streetwise should be allowed at +1 per level. No expertise DM = -5.[/indent] Now I prefer to adjust the numbers to set the base for no expertise at +0, which results in the following: [indent]the name of an official willing to issue licences without hassle =10+, the location of high quality guns at a low price =14+ . . . DMs based on streetwise should be allowed at +6 for Streetwise-1 and +1 per additional level of expertise.[/indent] So you can see that the suggested difficulties make it impossible for those without expertise to find shady gun dealers! That sort of reasoning from the fiction is acceptable: in effect, the game says only someone who "is acquainted with the ways of local subcultures" can find them (whereas even the naive have a 1-in-6 chance to stumble across a helpfully corrupt official!). These examples obviously set a basis for extrapolation to novel cases. What is going to be harder than finding a shady gun dealer? Not nothing, but not a lot either. But setting an impossible difficulty [I]for the purpose of stopping the player getting what they want [/I]would not be acceptable in my view. That is not reasoning about the fiction. It's just blocking the action declaration. [/QUOTE]
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