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Rogue's Cunning Action to Hide: In Combat??
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<blockquote data-quote="Lyxen" data-source="post: 8377125" data-attributes="member: 7032025"><p>No, I qualify it as being different, and not to my taste. You are the only one applying values and being judgemental here.</p><p></p><p></p><p></p><p>This makes no sense to me, maybe you can explain further.</p><p></p><p></p><p></p><p>I'm not forcing anything on the rogue, I'm just creating a universe where actions have consequences and where the declaration of players have some impact on the game, rather than a game where you just roll dices.</p><p></p><p>But again, <a href="https://www.dndbeyond.com/sources/dmg/running-the-game#TheRoleofDice" target="_blank">both of these approaches are supported by the game</a>. It's not a question of judgement, it's just that I prefer a game that corresponds to "This approach rewards creativity" rather than a game that is along the lines of "<strong><u>A drawback of this approach is that roleplaying can diminish</u></strong> if players feel that their die rolls, rather than their decisions and characterizations, always determine success."</p><p></p><p>This is straight from the DMG, by the way.</p><p></p><p></p><p></p><p>I am running a game in which story matters, as well as players decision, rather than just letting dices decide, that's all.</p><p></p><p></p><p></p><p>Our games have always felt natural whatever the edition, except with 4e especially at high level. </p><p></p><p></p><p></p><p>Very strange sentences here. Was it more restrictive or not ? How can it be more honest about being restrictive if it was not ? Your sentences do not make any sense.</p><p></p><p></p><p></p><p>Not that much. For example, look at Critical Role, they went from PF to 5e and continued the same campaign, no worries, the tone of the campaign and the stories have not changed at all. QED.</p><p></p><p></p><p></p><p>Well, of course, if they can move, it would be stupid not to do so, but the assumption has always been that they were in a fight and probably pinned down. But the two are not exclusive.</p><p></p><p></p><p></p><p>Fortunately, the tastes in our group run in the same direction, so good ideas are not wasted, in particular because we don't feel constrained by rules when they get in the way of good ideas. |But this is almost another matter in itself.</p><p></p><p></p><p></p><p>Yes, because it's a silly idea, never seen in movies or books because no one would be dumb to do it or fall for it twice in a row. </p><p></p><p>It's of course up to you if you allow your players to do silly things in your game, but despite all your talk, all I hear is "the rules say so, so my rogue is entitled to it whatever the circumstances".</p><p></p><p></p><p></p><p>My judgement on this is that it's extremely harsh on a character. From my perspective, it looks like you absolutely want to favour the unimaginative rogue that mechanistically just wants his sneak attack with advantage every round, without any regards for the circumstances. Why you would like to do this, I have no idea, but you can do whatever you like in your campaign.</p><p></p><p>But I hope that you realise that, by doing this, you are completely blocking the imagination of the fighter and railroading his actions much more than with my approach.</p><p></p><p></p><p></p><p>See above.</p><p></p><p></p><p></p><p>Your view of swordplay is very basic, as is your understanding of what is happening in a round. You do realise that the actions are not sequenced, and that each "attack" is not a single sword thrust ?</p><p></p><p></p><p></p><p>I admit that I've only seen one Riddick movie, but I've not seen anything this dumb even there. As for Avengers, no, I've not seen something that silly in there either.</p><p></p><p></p><p></p><p>No, you are the one saying that "one size fits all" and not bothering about circumstances at all. I'm very flexible, and will adapt my resolution to any declaration made by the players or imagined by the DM. And it will be different each time if the situation warrants it, because I believe that it's more fun that way than just rolling dices all evening to rack up sneak attack damage and saying it's awesome....</p><p></p><p></p><p></p><p>The DM does not tell how it works, he just explain how the WORLD works, then the story is told by players, not by just rolling dice every round the same way just because the mechanics support it, that's all.</p><p></p><p></p><p></p><p>I'm not the one saying it, the Dev say it, my friend: "A drawback of this approach is that roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success."</p><p></p><p>Deal with it.</p><p></p><p></p><p></p><p>If that's what you are looking for, great, but I'm pretty sure that never happens. I've seen many of games of that kind, and it's always rolling the dices to get as much damage as possible, never seen the slightest hint of roleplay about it. And then, you might be the exception, who knows, and if that's the case and you enjoy it, it's fine, happy gaming.</p><p></p><p></p><p></p><p>Indeed it is because, you know, swordplay and shooting an arrow have very little in common. It's a varied game for a varied world, and seeing things your way is just one more proof that all what matters to you is rolling a d20 and rolling damage.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8377125, member: 7032025"] No, I qualify it as being different, and not to my taste. You are the only one applying values and being judgemental here. This makes no sense to me, maybe you can explain further. I'm not forcing anything on the rogue, I'm just creating a universe where actions have consequences and where the declaration of players have some impact on the game, rather than a game where you just roll dices. But again, [URL='https://www.dndbeyond.com/sources/dmg/running-the-game#TheRoleofDice']both of these approaches are supported by the game[/URL]. It's not a question of judgement, it's just that I prefer a game that corresponds to "This approach rewards creativity" rather than a game that is along the lines of "[B][U]A drawback of this approach is that roleplaying can diminish[/U][/B] if players feel that their die rolls, rather than their decisions and characterizations, always determine success." This is straight from the DMG, by the way. I am running a game in which story matters, as well as players decision, rather than just letting dices decide, that's all. Our games have always felt natural whatever the edition, except with 4e especially at high level. Very strange sentences here. Was it more restrictive or not ? How can it be more honest about being restrictive if it was not ? Your sentences do not make any sense. Not that much. For example, look at Critical Role, they went from PF to 5e and continued the same campaign, no worries, the tone of the campaign and the stories have not changed at all. QED. Well, of course, if they can move, it would be stupid not to do so, but the assumption has always been that they were in a fight and probably pinned down. But the two are not exclusive. Fortunately, the tastes in our group run in the same direction, so good ideas are not wasted, in particular because we don't feel constrained by rules when they get in the way of good ideas. |But this is almost another matter in itself. Yes, because it's a silly idea, never seen in movies or books because no one would be dumb to do it or fall for it twice in a row. It's of course up to you if you allow your players to do silly things in your game, but despite all your talk, all I hear is "the rules say so, so my rogue is entitled to it whatever the circumstances". My judgement on this is that it's extremely harsh on a character. From my perspective, it looks like you absolutely want to favour the unimaginative rogue that mechanistically just wants his sneak attack with advantage every round, without any regards for the circumstances. Why you would like to do this, I have no idea, but you can do whatever you like in your campaign. But I hope that you realise that, by doing this, you are completely blocking the imagination of the fighter and railroading his actions much more than with my approach. See above. Your view of swordplay is very basic, as is your understanding of what is happening in a round. You do realise that the actions are not sequenced, and that each "attack" is not a single sword thrust ? I admit that I've only seen one Riddick movie, but I've not seen anything this dumb even there. As for Avengers, no, I've not seen something that silly in there either. No, you are the one saying that "one size fits all" and not bothering about circumstances at all. I'm very flexible, and will adapt my resolution to any declaration made by the players or imagined by the DM. And it will be different each time if the situation warrants it, because I believe that it's more fun that way than just rolling dices all evening to rack up sneak attack damage and saying it's awesome.... The DM does not tell how it works, he just explain how the WORLD works, then the story is told by players, not by just rolling dice every round the same way just because the mechanics support it, that's all. I'm not the one saying it, the Dev say it, my friend: "A drawback of this approach is that roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success." Deal with it. If that's what you are looking for, great, but I'm pretty sure that never happens. I've seen many of games of that kind, and it's always rolling the dices to get as much damage as possible, never seen the slightest hint of roleplay about it. And then, you might be the exception, who knows, and if that's the case and you enjoy it, it's fine, happy gaming. Indeed it is because, you know, swordplay and shooting an arrow have very little in common. It's a varied game for a varied world, and seeing things your way is just one more proof that all what matters to you is rolling a d20 and rolling damage. [/QUOTE]
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