Ilbranteloth
Explorer
This forum needs thread caps.
Please. We haven't even reached 1,000 yet.
This forum needs thread caps.
Big DM is fine with taking an amorphous ruleset and tweaking it to suit his preferences. DM Light is not. So my counter to your question is that if you see it as so easy and natural for a DM to do so, why not let us have our official changes and you just ignore them?
Let's see - a Rest guideline sidebar? half a page maybe? A linear path sidebar that keeps players on track? one page maybe? Suggested encounter changes for those looking for consistently balanced encounters? half a page? Can't you live with 6 pages of the history of Anywhereburg vs. 8 pages and throw us a few bones?
This Big DM is not fine with taking an amorphous ruleset and tweaking it to suit my preferences. I want a Light Ruleset with good guidelines, helpful inspiration, and that doesn't require constant reference during play by myself or my players. I've found exactly that in 5e. It's crunchy enough to make combat challenging and fair, while simple and loose enough to allow for a more wide open style of play outside of combat.
I would have no problem with this. Would any of the suggestions that have been made in this or other threads fit what you need? I'd be happy to help lobby WoTC for the inclusion of those options. Just keep in mind that those two pages that are removed mean that others aren't getting what they want, and that WoTC will have to balance the desire of a minority who want those types of rules against a majority of those who prefer what they are currently doing.
Absolutely.To you "Big DM" is about the game after it begins. To me, "Big DM" would refer to the amount of influence the DM has as a whole (before and during the game). Or to put it a different way, how much the DM restricts the options, decisions, and actions of the players/characters.
So when a "Big DM" improvises on the fly new content, they aren't restricting the options of the characters. Instead of saying, "no, you can't do that" it's "OK, you can try to do that, and I need to have an answer if it works." It's the DM interacting with the world in response to the player's choice or actions. That seems much less intrusive, much less "Big DM" than, "no, you can't go there" or whatever.
From what I can tell, in a very generalized way, the "Say Yes" crowd also tend to eschew outright failure in favour of what they call fail-forward - and that's a whole nother can o' worms that has spawned threads in here every bit as long and involved as this one.These concepts are complex, and I don't want people to start reading into that that I don't think the DM should ever say no. One of the other current recommendations I see popping up frequently is, "The DM should say Yes" approach. The problem with most of the blog posts I've read is that they leave out the part that, "yes, you can try it, but there's a very low likelihood of success, or the risk of failure is high and the consequences severe," or many other variations.
And here, in the pre-campaign design and worldbuilding phases, is where I will happily agree that Big DM is a good thing. I'm in the camp that holds that it's the DM's world, set out for the PCs to then make whatever mess of they can while in theory trying to fix it.As you've said, "everything" is dependent upon the planning. In my campaign I'd say that includes things like the basic relationships between the races, knowing some of the more prominent plots and schemes, and other setting/story-based stuff that makes it possible to make a good judgement call if/when the time comes. Kind of like an umpire learning what the strike zone is, and practicing how to see a 90 mph ball pass through it. That way, when it comes to game time, you can do your job.
That right there is one blatantly-easy-to-fix issue that might make some of the headaches - well, if not go away, at least back off a bit: state that a long rest must include sleep; and that your sleep (whether overnight or not) always counts as a long rest. This means:Where I see the problem (which I changed) is that people tend to equate "adventuring day" with "day" largely because a long rest = a night's rest. That's not entirely true, since you technically don't have to sleep
Completely agreed. I prefer it when the rules set a framework and then as far as possible get out of the way.Yep. I just prefer the focus to be on the content of the game, rather than the mechanics. More importantly, even though D&D is far from a simulation game, I like the actions that are taken within the content of the game to be somewhat representative of reality and based on the content of the game, rather than driven by the mechanical rules, so I like to treat it that way.
Because if you do, what is used instead to limit how often a long rest may be taken?At that point, why not just take the next, logical step and remove any reference to a 24-hour day at all?
No - structuring it around encounters. Two, get a short rest. 6 or whatever, get a long one. (With at least token in-game rests to signify them, but not being strict about the actual durations)Because if you do, what is used instead to limit how often a long rest may be taken?
Or are you suggesting no limits on long-rest frequency at all?
Lanefan
I can certainly see that, sure. A system caters to that kind of enjoyment by providing many options to the player. 5e does have options, if the DM opts into them...Yep, that's what I like about D&D. I'm a programmer by trade. There's nothing I enjoy more than taking a bunch of numbers, variables, equations, and formulas, and creating something with them. There's a certain beauty to it, and I consider it a form of art.
It's a different skill set and different form of artistic expression and enjoyment. Equally legitimate, of course.When the DM is empowered greatly over the rules, I feel as though the tools the game gives me to express myself are being taken from me, and it instead becomes a social game of trying to convince the DM to allow me to do things. Even if the DM always says yes to me, it's just not very satisfying to me.
Don't worry about it - and stay hydated...The above paragraph seems a little more dramatic than I intend, but I think the basic points are there and I'm too hung over to go back and retype it.![]()
It's a different skill set and different form of artistic expression and enjoyment. Equally legitimate, of course.
And, in 5e, arguably favored due to the heavy emphasis on DM Empowerment.
Just as system mastery was heavily favored in RAW 3.5, of course.
Ah, so uncoupling it from sleep or in-game character downtime completely and making it a purely game-mechanical thing.No - structuring it around encounters. Two, get a short rest. 6 or whatever, get a long one. (With at least token in-game rests to signify them, but not being strict about the actual durations)
It keeps encounter balance while leaving adventure structure open and flexible.
Yeah, last thing we need as we work towards a 1000-post thread is objectivity...Yeah, hopefully I haven't actually come out and said that 5e is objectively