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"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="hawkeyefan" data-source="post: 7455816" data-attributes="member: 6785785"><p>Sorry to take so long to reply. </p><p></p><p>I think this is just due to a difference in play style. I don't roll for random encounters at all. I choose when and where encounters may happen based on the player choices, and what makes sense for the setting, and what will make for fun play.</p><p></p><p></p><p></p><p>Well, no....I'm talking about very basic knowledge. "What's to the north of town?" and the like. I find that players will always forget to ask some minor question about something that's obvious, and I long ago decided to stop making them perform basic info gathering. Anything that might not be common knowledge is something else altogether. But the name of the inkeeper, or the local noble or mayor....things like that, I don't hand them a list of NPC stats, but I just allow them to know it when it comes up. I tell them. </p><p></p><p>We still get plenty of roleplaying into the game as they discuss things with the townsfolk. It's just those things aren't about mundane facts, they're more related to the PCs' goals. </p><p></p><p></p><p></p><p>Yeah, I don't roll any of those factors....so for me, it's all a decision I make. This gives me the leeway to give the players a break now and again, if the circumstances warrant it. </p><p></p><p></p><p></p><p>No, I don't track PC HP. What I meant by "knock out a PC" was simply knocing him to 0 HP. In 5E, as you mention later, there are no negative HP. So a PC is unconscious when at 0 HP, and possibly making death saving throws. Death saves have a better than 50/50 chance to succeed since it's success on a 10-20 and failure on a 1-9 (another thing that makes a TPK really difficult). </p><p></p><p>So in my example, I make it clear that this giant is not to be trifled with, and I hope that my PCs will grab their friend and run. It's another point of me communicating the facts of the world to them. In my experience, that job doesn't stop when an encounter is triggered. It's a constant task that the DM must perform throughout the game. </p><p></p><p>But more importantly, I think I am looking at things from the Giant's point of view. If it can end a fight in one swing, and avoid any further combat, why would it not do so? In this case, the PCs attacked him. </p><p></p><p>Do you ever have bad guys choose to end or try to end combat early? Or is it more once combat starts, it's always a fight to the death? I've played games with the latter approach very often, and I always thought it was somewhat arbitrary. So I prefer the former....each combat is its own thing, with participants on both sides who want different things. What those things may be, and how it causes them to approach the fight will vary greatly. </p><p></p><p>As DM, I have a lot of influence on that.</p><p></p><p>Also, as a DM I'm not really interested in being neutral. I know that's a big change from the way people looked at it in the earlier editions. I prefer a more involved approach where I am a fan of the PCs, but I also want them to struggle. I want things to be hard, but I hope for them to succeed. </p><p></p><p></p><p></p><p>Okay, so you rarely make such calls....but you have done so. This is my point. I fully understand your reasoning behind your choice of style. But your choice to play that way plays a part in the possibility of a TPK. Hence, you've had more than me. </p><p></p><p>I am not saying that's a bad way to play if that's how everyone wants to play, and this is the established style for your group. I've played in plenty of games with that approach, and had plenty of fun with them. </p><p></p><p>But I don't think your "DM is neutral" view is the same as saying the "DM is not responsible for what happens in play".</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7455816, member: 6785785"] Sorry to take so long to reply. I think this is just due to a difference in play style. I don't roll for random encounters at all. I choose when and where encounters may happen based on the player choices, and what makes sense for the setting, and what will make for fun play. Well, no....I'm talking about very basic knowledge. "What's to the north of town?" and the like. I find that players will always forget to ask some minor question about something that's obvious, and I long ago decided to stop making them perform basic info gathering. Anything that might not be common knowledge is something else altogether. But the name of the inkeeper, or the local noble or mayor....things like that, I don't hand them a list of NPC stats, but I just allow them to know it when it comes up. I tell them. We still get plenty of roleplaying into the game as they discuss things with the townsfolk. It's just those things aren't about mundane facts, they're more related to the PCs' goals. Yeah, I don't roll any of those factors....so for me, it's all a decision I make. This gives me the leeway to give the players a break now and again, if the circumstances warrant it. No, I don't track PC HP. What I meant by "knock out a PC" was simply knocing him to 0 HP. In 5E, as you mention later, there are no negative HP. So a PC is unconscious when at 0 HP, and possibly making death saving throws. Death saves have a better than 50/50 chance to succeed since it's success on a 10-20 and failure on a 1-9 (another thing that makes a TPK really difficult). So in my example, I make it clear that this giant is not to be trifled with, and I hope that my PCs will grab their friend and run. It's another point of me communicating the facts of the world to them. In my experience, that job doesn't stop when an encounter is triggered. It's a constant task that the DM must perform throughout the game. But more importantly, I think I am looking at things from the Giant's point of view. If it can end a fight in one swing, and avoid any further combat, why would it not do so? In this case, the PCs attacked him. Do you ever have bad guys choose to end or try to end combat early? Or is it more once combat starts, it's always a fight to the death? I've played games with the latter approach very often, and I always thought it was somewhat arbitrary. So I prefer the former....each combat is its own thing, with participants on both sides who want different things. What those things may be, and how it causes them to approach the fight will vary greatly. As DM, I have a lot of influence on that. Also, as a DM I'm not really interested in being neutral. I know that's a big change from the way people looked at it in the earlier editions. I prefer a more involved approach where I am a fan of the PCs, but I also want them to struggle. I want things to be hard, but I hope for them to succeed. Okay, so you rarely make such calls....but you have done so. This is my point. I fully understand your reasoning behind your choice of style. But your choice to play that way plays a part in the possibility of a TPK. Hence, you've had more than me. I am not saying that's a bad way to play if that's how everyone wants to play, and this is the established style for your group. I've played in plenty of games with that approach, and had plenty of fun with them. But I don't think your "DM is neutral" view is the same as saying the "DM is not responsible for what happens in play". [/QUOTE]
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