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<blockquote data-quote="giant.robot" data-source="post: 5273409" data-attributes="member: 93119"><p>I don't understand the players that require every last bit of the game codified with some rule like they're playing Monopoly with dragons. Rules for tense in-game situations where your character can cease to exist are well placed. You don't want players to simply exclaim "I hit it with my axe and now it's dead" and that's the end of that dragon that crawled out of its cave. Players wouldn't want the DM to simply say "the dragon killed everyone, end of game". Neither of those situations are fun or involving so having codified behavior for both sides is important.</p><p></p><p>When it comes to much fluffier actions like the character learning to smith or trying to trade some items for magical reagents, let the DM tell the players what they need to do and they do it. At worst turn things into skill challenges to throw some rolls in the mix. Even then players ought to have to interact with the NPCs to try to get what they want. Fluff segments are all about story telling and should involve as few rules as possible except D&D Rule #1: The DM is always right.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5273409, member: 93119"] I don't understand the players that require every last bit of the game codified with some rule like they're playing Monopoly with dragons. Rules for tense in-game situations where your character can cease to exist are well placed. You don't want players to simply exclaim "I hit it with my axe and now it's dead" and that's the end of that dragon that crawled out of its cave. Players wouldn't want the DM to simply say "the dragon killed everyone, end of game". Neither of those situations are fun or involving so having codified behavior for both sides is important. When it comes to much fluffier actions like the character learning to smith or trying to trade some items for magical reagents, let the DM tell the players what they need to do and they do it. At worst turn things into skill challenges to throw some rolls in the mix. Even then players ought to have to interact with the NPCs to try to get what they want. Fluff segments are all about story telling and should involve as few rules as possible except D&D Rule #1: The DM is always right. [/QUOTE]
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