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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: 8441310" data-attributes="member: 42582"><p>I don't know who you think you're disagreeing with here.</p><p></p><p>But one might ask <em>in what way is the group using flashbacks?</em></p><p></p><p>Here's the first post I know of on ENworld that canvassed a flashback-type mechanic in D&D, from about 13 years ago:</p><p></p><p>It triggered some sceptical responses, but not from me! Mostly from the "living sandbox" crew. (Some of whom objected to the suggested Acrobatics check too.)</p><p></p><p>My first thought about adapting this to 5e is that, in the absence of a skill challenge framework, what gives "teeth" to a <em>failed</em> attempt at a flashback? (In a skill challenge, obviously, those teeth arise from the fact that a failed check racks up the overall failure tally.) Deducting a hit die, or imposing a level of exhaustion, would seem a bit odd - why does regret, now, that one didn't pack the needed item back then cause one now to be sore and tired?</p><p></p><p>The closest thing I can think of to a generic playerside resource to be taxed on failure would be Inspiration. So maybe the rule would be <em>to declare a skill check with a flashback component requires having a point of inspiration available; if the check fails, the inspiration is spent</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8441310, member: 42582"] I don't know who you think you're disagreeing with here. But one might ask [i]in what way is the group using flashbacks?[/i] Here's the first post I know of on ENworld that canvassed a flashback-type mechanic in D&D, from about 13 years ago: It triggered some sceptical responses, but not from me! Mostly from the "living sandbox" crew. (Some of whom objected to the suggested Acrobatics check too.) My first thought about adapting this to 5e is that, in the absence of a skill challenge framework, what gives "teeth" to a [i]failed[/i] attempt at a flashback? (In a skill challenge, obviously, those teeth arise from the fact that a failed check racks up the overall failure tally.) Deducting a hit die, or imposing a level of exhaustion, would seem a bit odd - why does regret, now, that one didn't pack the needed item back then cause one now to be sore and tired? The closest thing I can think of to a generic playerside resource to be taxed on failure would be Inspiration. So maybe the rule would be [i]to declare a skill check with a flashback component requires having a point of inspiration available; if the check fails, the inspiration is spent[/i]. [/QUOTE]
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