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Should charismatic players have an advantage?
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<blockquote data-quote="LurkAway" data-source="post: 5744098" data-attributes="member: 6685059"><p>It wouldn't occur to me think of windy conditions before making a jump, I think you're more on the ball for accounting for various in-game details.</p><p></p><p>I can imagine a player rolling a 20, the DM narrates that a gust of wind carries them far than usual, and the player blinks and wonders where that sudden gust of wind came from. In real-life, when something pops out of nowhere, it's called a surprise. In dream logic, something can come out of nowhere and that seems normal, but it's a dream. I can see how some ad hoc narratives can throw players out of immersion. (for me, a gust of wind probably wouldn't do that, but it depends on the location).</p><p></p><p>I can imagine a 4E encounter that featured strong winds and offered +2 circumstance bonus when jumping in one direction and -2 when jumping against the wind. Why not?</p><p></p><p>I can imagine a scenario where it's described as a windy day on a mountain, and if the player succeeds on a jump, it's narrated as the wind being in his favor, and if it's a failure, narrated as the wind switching directions. If the player is clever, they'll try to time their jump to when the wind is working with them (and maybe get a bonus). Thus you allow the die roll to account for external factors, but you don't ruin immersion with a jack-in-the-box narrative.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5744098, member: 6685059"] It wouldn't occur to me think of windy conditions before making a jump, I think you're more on the ball for accounting for various in-game details. I can imagine a player rolling a 20, the DM narrates that a gust of wind carries them far than usual, and the player blinks and wonders where that sudden gust of wind came from. In real-life, when something pops out of nowhere, it's called a surprise. In dream logic, something can come out of nowhere and that seems normal, but it's a dream. I can see how some ad hoc narratives can throw players out of immersion. (for me, a gust of wind probably wouldn't do that, but it depends on the location). I can imagine a 4E encounter that featured strong winds and offered +2 circumstance bonus when jumping in one direction and -2 when jumping against the wind. Why not? I can imagine a scenario where it's described as a windy day on a mountain, and if the player succeeds on a jump, it's narrated as the wind being in his favor, and if it's a failure, narrated as the wind switching directions. If the player is clever, they'll try to time their jump to when the wind is working with them (and maybe get a bonus). Thus you allow the die roll to account for external factors, but you don't ruin immersion with a jack-in-the-box narrative. [/QUOTE]
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Should charismatic players have an advantage?
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