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Some things I don't care for in the D&D culture
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<blockquote data-quote="Big J Money" data-source="post: 6651619" data-attributes="member: 70533"><p>Hussar, by balance we mean the same thing: balance of mechanical options for the players.</p><p></p><p>In roleplaying, I don't want a set of rules/mechanics to dictate this for me. I want the discussion that's been happening around the table to determine what makes sense to the group.</p><p></p><p>To avoid what you call DM manipulation, I believe that although the DM is responsible to come up with some ideas to bring to the table, that he's ultimately not "in charge". This where I differ somewhat from more traditional cultures that caused these kinds of "DM is god" social issues that I agree can get ugly.</p><p></p><p>My play style of "Can I do X?" is always "yes, you can do X!" the player might simply have to go on some kind of quest or roll the dice and let the dice tell them if they were successful or not. The options are infinite, thus there is no comparison of abstracted options, bonuses, etc. between classes, abilities, etc.</p><p></p><p>What you say about heavy mechanical system problems is what I prefer to avoid, yes.</p><p></p><p>I disagree with your description of DM manipulation being a form of "old-school rules-lawyering", but that's just meaningless semantics on my part, really. It's a problem of another kind. The way I frame this, however, is that when a player wants to do something they aren't trying to convince the DM, they're trying to convince the table. Is your action so wild that it breaks everyone's shared immersion of what makes sense in this adventure? As a DM I'll always say yes a player can attempt whatever they want. It's up to the group to say "that sounds silly, it doesn't really match this game we've been playing". And of course the DM is one voice included in that.</p><p></p><p>If it's a matter of simulation plausibility (would the glass vial shatter when dropped from this height?) this is where general rules help, I think. The table agrees on a rough likelihood, and the DM rolls it. </p><p></p><p>Now if there is a tie, then the DM can be the tie-breaking vote, sure. Or you could house rule that people take turns being the tie breaking vote if you want total fairness. Or bid on it or something <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Big J Money, post: 6651619, member: 70533"] Hussar, by balance we mean the same thing: balance of mechanical options for the players. In roleplaying, I don't want a set of rules/mechanics to dictate this for me. I want the discussion that's been happening around the table to determine what makes sense to the group. To avoid what you call DM manipulation, I believe that although the DM is responsible to come up with some ideas to bring to the table, that he's ultimately not "in charge". This where I differ somewhat from more traditional cultures that caused these kinds of "DM is god" social issues that I agree can get ugly. My play style of "Can I do X?" is always "yes, you can do X!" the player might simply have to go on some kind of quest or roll the dice and let the dice tell them if they were successful or not. The options are infinite, thus there is no comparison of abstracted options, bonuses, etc. between classes, abilities, etc. What you say about heavy mechanical system problems is what I prefer to avoid, yes. I disagree with your description of DM manipulation being a form of "old-school rules-lawyering", but that's just meaningless semantics on my part, really. It's a problem of another kind. The way I frame this, however, is that when a player wants to do something they aren't trying to convince the DM, they're trying to convince the table. Is your action so wild that it breaks everyone's shared immersion of what makes sense in this adventure? As a DM I'll always say yes a player can attempt whatever they want. It's up to the group to say "that sounds silly, it doesn't really match this game we've been playing". And of course the DM is one voice included in that. If it's a matter of simulation plausibility (would the glass vial shatter when dropped from this height?) this is where general rules help, I think. The table agrees on a rough likelihood, and the DM rolls it. Now if there is a tie, then the DM can be the tie-breaking vote, sure. Or you could house rule that people take turns being the tie breaking vote if you want total fairness. Or bid on it or something :) [/QUOTE]
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