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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Lanefan" data-source="post: 6306222" data-attributes="member: 29398"><p>All I'm trying to point out is that auto-yes and auto-no are the same thing - the pre-determination of an outcome by the DM - and am further trying to point out the hypocracy of justifying auto-yes as desireable while at the same time slamming auto-no. To me both are perfectly valid and reasonable depending on the situation, while at other times the answer is uncertain and needs to be determined by mechanics or roleplay.</p><p></p><p>These times should be fairly common when the party is dealing with something for the first time, or with something that is often subject to change.</p><p></p><p>If something doesn't work where the players think it should they're going to do one of two things:</p><p> - find out why, leading at some point to whatever backstory you've cooked up (or at least to an adventure!)</p><p> - do nothing more, forget about it, and move on to something else</p><p>Neither of these options should hurt their immersion provided what happened was at least somewhat plausible. And sometimes the specific intent of something not working when it should is to get the players-as-characters to ask why.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6306222, member: 29398"] All I'm trying to point out is that auto-yes and auto-no are the same thing - the pre-determination of an outcome by the DM - and am further trying to point out the hypocracy of justifying auto-yes as desireable while at the same time slamming auto-no. To me both are perfectly valid and reasonable depending on the situation, while at other times the answer is uncertain and needs to be determined by mechanics or roleplay. These times should be fairly common when the party is dealing with something for the first time, or with something that is often subject to change. If something doesn't work where the players think it should they're going to do one of two things: - find out why, leading at some point to whatever backstory you've cooked up (or at least to an adventure!) - do nothing more, forget about it, and move on to something else Neither of these options should hurt their immersion provided what happened was at least somewhat plausible. And sometimes the specific intent of something not working when it should is to get the players-as-characters to ask why. Lanefan [/QUOTE]
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