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Rogue's Cunning Action to Hide: In Combat??
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<blockquote data-quote="Lyxen" data-source="post: 8376581" data-attributes="member: 7032025"><p>Believe it or not, I don't call the approach dumb, I call it purely mechanistic, which is not what I'm intestered in about the game, although I understand that you are, as are many other players.</p><p></p><p>But the result of that approach is that you don't encourage thinking about the situation in the game world, only about thinking it tactically as in a board game. And in the end, the characters end up being as dumb as board game pieces, that's all. It does not mean that the game or the players themselves are dumb, they can be very clever in the application of that mechanistic tactical gaming, it's just not the same game, and see below about this.</p><p></p><p></p><p></p><p>Not at all. I have played almost exactly the same adventures in all editions of the game, and although technically BECMI or AD&D are very different from 5e, the adventures can be transposed almost instantly. This is because I play the game as it was designed, as a roleplaying game where (as per the PH once more): "You and your friends create epic stories filled with tension and memorable drama".</p><p></p><p>The only edition that I had real problem with was 4e because it was so restrictive that I could not play the same adventures anymore, which, again, is pointed out by the Devs themselves: "An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D."</p><p></p><p></p><p></p><p>The rules are not the core of the game. Although they are an important part of the game, they are just there to support it.</p><p></p><p></p><p></p><p>And again, I don't invalidate it, I just make it less effective because, once more, it's a roleplaying game (The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery) not a boardgame, and that an adventurer that just was ambushed and received a devastating attack from a shadowy figure that has retreated just behind the lone barrel that he popped out from 1 second before, and is not specifically watching that barrel again is, yes, terminally dumb, and should expect to die soon.</p><p></p><p></p><p></p><p>First, I don't blame the rule, and second, I'm not changing anything. If anything, you are the one insisting to play using only some rules, but let me remind you of a few other rules, just as valid:</p><ul> <li data-xf-list-type="ul">Ignoring the dice: "With this approach, the DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors... This approach rewards creativity by encouraging players to look to the situation you’ve described for an answer, rather than looking to their character sheet or their character’s special abilities."</li> <li data-xf-list-type="ul">Advantage: "Previous actions (whether taken by the character making the attempt or some other creature) improve the chances of success." So if a player is telling me that he is watching that pillar for the rogue that he KNOWS that the rogue is hidden behind because he is an unimaginative idiot, the player will get advantage.</li> <li data-xf-list-type="ul">Disadvantage: "Some aspect of the environment makes success less likely" because there is only one damn pillar in that area and everyone knows that is where the rogue went.</li> </ul><p>All of these are official rules, and just as valid as anything in the description of the rogue and its technical abilities. I'm not ignoring anything, you are ignoring the open-endedness of the game by restricting yourself to a limited set of technical rules.</p><p></p><p></p><p></p><p>And that opponent is dumb, don't forget it, and not able to take the slightest countermeasure, while at the same time keeping track of all invisible creatures on the battlefield... <em>sigh</em>.</p><p></p><p></p><p></p><p>It's a clear lack of imagination and creativity, and so silly visually that it's never been done in any movie and book of the kind, genre or not, because it looks and feels dumb. The only way it works is for comedy effect on really dumb creatures, and even then whoever is writing the book/movie is clever enough to have the attacks at least pop out from various places.</p><p></p><p>Now, technically the game allows it, so if you want to play a purely technical game, have fun as much as you want, but don't pretend that it's roleplaying or storytelling at this stage.</p><p></p><p></p><p></p><p>And why is it bad to have a game that matches your opinion and your style of playing ? Especially if it's shared with your players, which is certainly the case at our tables.</p><p></p><p>It's the DM's role anyway to describe the world the way he sees it. Hopefully, it will please the players, who can exercise their cleverness in bringing life to that world.</p><p></p><p></p><p></p><p>Then don't imagine creatures that, after receiving a devastating sneak attack and see the rogue retreat behind the exact same pillar, will behave as if nothing happened. Goldfish memory at best.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8376581, member: 7032025"] Believe it or not, I don't call the approach dumb, I call it purely mechanistic, which is not what I'm intestered in about the game, although I understand that you are, as are many other players. But the result of that approach is that you don't encourage thinking about the situation in the game world, only about thinking it tactically as in a board game. And in the end, the characters end up being as dumb as board game pieces, that's all. It does not mean that the game or the players themselves are dumb, they can be very clever in the application of that mechanistic tactical gaming, it's just not the same game, and see below about this. Not at all. I have played almost exactly the same adventures in all editions of the game, and although technically BECMI or AD&D are very different from 5e, the adventures can be transposed almost instantly. This is because I play the game as it was designed, as a roleplaying game where (as per the PH once more): "You and your friends create epic stories filled with tension and memorable drama". The only edition that I had real problem with was 4e because it was so restrictive that I could not play the same adventures anymore, which, again, is pointed out by the Devs themselves: "An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D." The rules are not the core of the game. Although they are an important part of the game, they are just there to support it. And again, I don't invalidate it, I just make it less effective because, once more, it's a roleplaying game (The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery) not a boardgame, and that an adventurer that just was ambushed and received a devastating attack from a shadowy figure that has retreated just behind the lone barrel that he popped out from 1 second before, and is not specifically watching that barrel again is, yes, terminally dumb, and should expect to die soon. First, I don't blame the rule, and second, I'm not changing anything. If anything, you are the one insisting to play using only some rules, but let me remind you of a few other rules, just as valid: [LIST] [*]Ignoring the dice: "With this approach, the DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors... This approach rewards creativity by encouraging players to look to the situation you’ve described for an answer, rather than looking to their character sheet or their character’s special abilities." [*]Advantage: "Previous actions (whether taken by the character making the attempt or some other creature) improve the chances of success." So if a player is telling me that he is watching that pillar for the rogue that he KNOWS that the rogue is hidden behind because he is an unimaginative idiot, the player will get advantage. [*]Disadvantage: "Some aspect of the environment makes success less likely" because there is only one damn pillar in that area and everyone knows that is where the rogue went. [/LIST] All of these are official rules, and just as valid as anything in the description of the rogue and its technical abilities. I'm not ignoring anything, you are ignoring the open-endedness of the game by restricting yourself to a limited set of technical rules. And that opponent is dumb, don't forget it, and not able to take the slightest countermeasure, while at the same time keeping track of all invisible creatures on the battlefield... [I]sigh[/I]. It's a clear lack of imagination and creativity, and so silly visually that it's never been done in any movie and book of the kind, genre or not, because it looks and feels dumb. The only way it works is for comedy effect on really dumb creatures, and even then whoever is writing the book/movie is clever enough to have the attacks at least pop out from various places. Now, technically the game allows it, so if you want to play a purely technical game, have fun as much as you want, but don't pretend that it's roleplaying or storytelling at this stage. And why is it bad to have a game that matches your opinion and your style of playing ? Especially if it's shared with your players, which is certainly the case at our tables. It's the DM's role anyway to describe the world the way he sees it. Hopefully, it will please the players, who can exercise their cleverness in bringing life to that world. Then don't imagine creatures that, after receiving a devastating sneak attack and see the rogue retreat behind the exact same pillar, will behave as if nothing happened. Goldfish memory at best. [/QUOTE]
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