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<blockquote data-quote="Ovinomancer" data-source="post: 7535806" data-attributes="member: 16814"><p>But, as mentioned, you can try to get out of the grapple with no lingering effects if successful. How do you get out of the persuasion?</p><p></p><p></p><p></p><p></p><p>Honestly, I actually have more problems with my fellow players running my character than I do the DM, if push comes to shove. Having the jackass that builds super diplomacers so he can control the party with persuasion checks isn't my bag. And, before you go down the 'but my players don't do that' the things is that statement is based on respect and trust that they will not abuse the system you've created, in which case why not just actually trust and respect them to be able to play without the threat of repercussions for ignoring another players control attempt?</p><p></p><p></p><p>I have a very different experience, but that's possibly due to how I prep. I prep encounter areas, not encounters, and pull in statblocks for possible bad guys in the area with a few ideas on what they might be doing there. So, if I need an extemporaneous encounter, I already have the stat blocks. Most of the "prep" for D&D can be done quickly (especially in a VTT) if you have statblocks at hand. A bit of experience gives makes a good judge of encounter strengths, and bam, I can drop an encounter that fits the current themes pretty easily, and, if we've gone out into left field, the MM has plenty for me to wing it.</p><p></p><p>But, then, if you read elsewhere, I've also dug pretty deep into the maths of this edition and have a pretty good handle on how it works and what does what, so it's easier for me to extemporize something because I've already done a lot of "homework". It's also why I tend to use DCs between 10 and 15 the vast majority of the time -- the math for those against un-proficient skills is pretty harsh, even at high levels, and if your proficient that's groovy cool, you win!</p><p></p><p>But, all that aside, the things I mentioned: holding on lightly, being a fan of the PCs, and bringing the pain are all core DMing conceits that can work just about anywhere.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7535806, member: 16814"] But, as mentioned, you can try to get out of the grapple with no lingering effects if successful. How do you get out of the persuasion? Honestly, I actually have more problems with my fellow players running my character than I do the DM, if push comes to shove. Having the jackass that builds super diplomacers so he can control the party with persuasion checks isn't my bag. And, before you go down the 'but my players don't do that' the things is that statement is based on respect and trust that they will not abuse the system you've created, in which case why not just actually trust and respect them to be able to play without the threat of repercussions for ignoring another players control attempt? I have a very different experience, but that's possibly due to how I prep. I prep encounter areas, not encounters, and pull in statblocks for possible bad guys in the area with a few ideas on what they might be doing there. So, if I need an extemporaneous encounter, I already have the stat blocks. Most of the "prep" for D&D can be done quickly (especially in a VTT) if you have statblocks at hand. A bit of experience gives makes a good judge of encounter strengths, and bam, I can drop an encounter that fits the current themes pretty easily, and, if we've gone out into left field, the MM has plenty for me to wing it. But, then, if you read elsewhere, I've also dug pretty deep into the maths of this edition and have a pretty good handle on how it works and what does what, so it's easier for me to extemporize something because I've already done a lot of "homework". It's also why I tend to use DCs between 10 and 15 the vast majority of the time -- the math for those against un-proficient skills is pretty harsh, even at high levels, and if your proficient that's groovy cool, you win! But, all that aside, the things I mentioned: holding on lightly, being a fan of the PCs, and bringing the pain are all core DMing conceits that can work just about anywhere. [/QUOTE]
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