iserith
Magic Wordsmith
Well, that's interesting, especially that first part. To avoid a player losing their ability to freely make action declarations, you impair another player's ability to have an impartial resolution of their own freely made action declarations. Going first gives you primacy? Well, if it's set up in the pre-game expectations, that sounds grand.
I'm not sure what you mean with regard to primacy or impartial resolution. The DM is expected to be impartial when applying the rules, but since the DM decides when the rules are applied, this isn't really an issue as no player is being "impaired" as you suggest - the rules aren't in play.
As for the latter, I was going to ask how you work charmed or dominated characters, but then I recalled (vaguely? correctly?) that you avoid that as well. Again, cool if you set that up, but I'm pretty sure both of these aren't standard, and there's nothing in the rules that say that you can't interfere with another character's actions (the DM should set reasonable targets and ask for rolls if the result isn't obvious, of course), but I'm not sure I understand you acting shocked that I could possibly allow inter-player conflicts.
I run games where characters are allowed to have competing interests and goals. I encourage teamwork as part of my baseline expectations, and that's the normal, but occasionally personality or personal goals conflict, and when that happens, I let them conflict.
I realize that how I do things in this regard isn't the standard and I'm not shocked when I see others behaving otherwise. I still think it's awful though. I used to play that way and I won't go back.
For the record, players are welcome to have their characters have competing goals and conflicts. The way we do things ensures that the conflicts which arise during play are of mutual interest to the players involved.
Exactly as much as saying an action is impossible and not allowing a roll. If I determine that there's chance involved in an action, I ask for a roll. You really don't have a problem with this mechanic,you have a problem with it's application to this situation. Else, we need to talk about how you handle a player saying 'I hit and kill the dragon, yay!' and how doing any kind of asking for a roll means your removing the player's decisions making from the equation.
Let me clarify what I meant: If you decide ahead of time that a given obstacle requires a check to get past (e.g. this puzzle requires a DC 15 Intelligence check to solve), that's done without reference to the decisions the players make to overcome said obstacle.
The player made a state that he wished to solve the puzzle. His character's ability to solve the puzzle is in doubt. I ask for a roll.
In the example under discussion, the player described his or her character as turning a dial to "S." What is in doubt about turning the dial that calls for an Intelligence check in your view?
That's fine, I wasn't questioning how you built puzzles, I was speaking specifically to the example you gave, and hoping that you did better than that.
Well, did I?