nedjer
Adventurer
B-) I'm guess your dickified DM was 9 years old at the time?[/QUOTE said:Between this and the minotaur's dick thread - enough with the dicks for one week![]()
B-) I'm guess your dickified DM was 9 years old at the time?[/QUOTE said:Between this and the minotaur's dick thread - enough with the dicks for one week![]()
Between this and the minotaur's dick thread - enough with the dicks for one week![]()
Which is why a number of posters are calling what's in the Primer something of a false dichotomy. Dwarves and elves have had the ability to identify secret doors and such on a die roll since OD&D, without describing how they are searching, frex.Ooooo. I've got to disagree here. When the DM asks, "What do you want to do?" And the Caller yells out, "The Usual"....man, that doesn't sound too far removed from, "Roll a Spot check. What'd you get? A 16? OK, you found the trap. Roll to deactivate it. What'd you get?"
And I find it odd that a group of professional murder-hobos would not have a set routine for proceeding in an environment in which death can come from any direction and any moment in untold gruesome forms.I find this shorthand disturbing and generally am not as accommodating as the Referee in the example, letting the players spell it out.
And I get tired of hearing the same things over and over again.
The only thing about common sense is that it isn't.The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on.
Players frequently have no idea how to do what their character's abilities and powers allow. Asking for them to describe what they do off the cuff and then arbitrarily ruling on the described actions is not going to work most of the time, at least from most players' perspectives.Many of the things that are “die roll” challenges in modern gaming (disarming a trap, for example) are handled by observation, thinking, and experimentation in old-style games. Getting through obstacles is more “hands-on” than you’re probably used to.
In all the games I have ever GMed, I have never answered any questions about NPC stat blocks or capabilities to just a random question like that. Typically speaking, most GMs I know also wouldn't answer. Maybe it's a local thing. If a player had a specific capability that let them know, fine. Otherwise, at best, the player would get, "You have no way of knowing."And, that's probably a bad example. Turn it around. Two PCs are flanking an NPC badguy.
Player: "Does the NPC have Improved Uncanny Dodge?"
DM looks at his NPC notes. "Um...no."
The GM will make a call, and if it isn't what the players want to hear, the game will not move on, it will stop immediately for an argument that can only by won by excellent debate or more probably by, "Because I'm the GM!"
I understand. You're tired of getting dick.
Discussing play styles is useful, advocating one over others is not.
That is indeed cool. But it's not actually part of the rules, right?
Attempting to frame the discussion as one of trust for the GM is incorrect.If this is true, then you play with players who do not trust the GM.
Don't want to go all Dickensian on you, or dicktate what gets posted in forum.
But thanks, I'll be more than happy if I haven't spotted another dick all day long.
Discussing player styles _can_ be useful. The problem is that it doesn't ever actually stop at discussing; you get this thread. Arguing. The difference between a discussion and an argument being defined by me as "A discussion is an exchange of ideas. Additionally, a discussion sometimes also contains a possibility of one person influencing another.
Discussions, I dig. Arguments... *shrug*... I've got a cat.
Page 42 is a singularly fantastic tool for a GM to use in 4E.
When players have to "trust" the GM, this is really saying that players have to accept negative rulings based solely on an arbitrary GM decision, especially when it might not make any sense, and when it is almost certainly going to be different the next time around, and also be affected by favoritism. I don't call it trust. I call it surrender.
If Gandhi were running the RPG session, I might trust him.
But the reality is that most gamers are genuine geeks and nerds, and social grace isn't found at the surface or core of our beings.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.