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<blockquote data-quote="Malmuria" data-source="post: 8416652" data-attributes="member: 7030755"><p>Whatever point you are trying to make here, it would apply to any version of dnd. It's actually a quite good example of how rules fail, because it's something that cannot be resolved <em>without</em> a fair amount of gm adjudication and decision. </p><p></p><p>In 5e, it is resolved thusly:</p><p></p><h2>"<a href="https://roll20.net/compendium/dnd5e/Divine%20Intervention#h-Divine%20Intervention" target="_blank"><span style="color: rgb(0, 0, 0)">Divine Intervention</span></a></h2><p><span style="color: rgb(0, 0, 0)"><a href="https://roll20.net/compendium/dnd5e/Adventure%20Structure#h-Beginning" target="_blank">Beginning</a> at 10th level, you can call on your deity to intervene on your behalf when your need is great.</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your <a href="https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric" target="_blank">Cleric</a> level, your deity intervenes. The DM chooses the <a href="https://roll20.net/compendium/dnd5e/Nature#h-Nature" target="_blank">Nature</a> of the intervention; the <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> of any <a href="https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric" target="_blank">Cleric</a> spell or <a href="https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric" target="_blank">Cleric</a> domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a <a href="https://roll20.net/compendium/dnd5e/Resting#h-Long%20Rest" target="_blank">Long Rest</a>."</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">So the rules, instead of the gm, decide that you "can't just get help by praying" unless you are at least 10th level. Why is that better than the gm just making a reasonable decision and possibly allowing a roll, even at 1st level? Further, the rule here ultimately is that the "dm decides" what the intervention looks like. </span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">If we are playing b/x, there is no specific rule related to divine intervention (at least that I can find in a quick search of my OSE books). As a gm, I might decide that a player has a 1% chance, and as gm, would still decide what that intervention looks like should it be successful. One can imagine a scenario in which a player says, "wait, that's not fair! It should be at least 5%." But if that's the hill your player is going to die on, then you do not have a high trust game. But maybe given the specific circumstance of the roll, it's not just the cleric calling out for intervention, but a cleric that is seeking to reclaim a temple of their god, overrun by undead. Maybe in that case the gm decides it's more than a 1% chance.</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">Do you really want a rule that says "divine intervention is a 1% chance, unless the cleric is in the midst of reclaiming a lost temple in which case it is 5%, and if they've done at least 10 good deeds over the previous month that increases to 11%..." and so on? To me, this seems like the <em><strong>exact</strong></em> situation that calls for "ruling not rules." The rules cannot cover every edge case. </span></p></blockquote><p></p>
[QUOTE="Malmuria, post: 8416652, member: 7030755"] Whatever point you are trying to make here, it would apply to any version of dnd. It's actually a quite good example of how rules fail, because it's something that cannot be resolved [I]without[/I] a fair amount of gm adjudication and decision. In 5e, it is resolved thusly: [HEADING=1]"[URL='https://roll20.net/compendium/dnd5e/Divine%20Intervention#h-Divine%20Intervention'][COLOR=rgb(0, 0, 0)]Divine Intervention[/COLOR][/URL][/HEADING] [COLOR=rgb(0, 0, 0)][URL='https://roll20.net/compendium/dnd5e/Adventure%20Structure#h-Beginning']Beginning[/URL] at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your [URL='https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric']Cleric[/URL] level, your deity intervenes. The DM chooses the [URL='https://roll20.net/compendium/dnd5e/Nature#h-Nature']Nature[/URL] of the intervention; the [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] of any [URL='https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric']Cleric[/URL] spell or [URL='https://roll20.net/compendium/dnd5e/Chapter%204%20-%20New%20Heroes#h-Cleric']Cleric[/URL] domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a [URL='https://roll20.net/compendium/dnd5e/Resting#h-Long%20Rest']Long Rest[/URL]." So the rules, instead of the gm, decide that you "can't just get help by praying" unless you are at least 10th level. Why is that better than the gm just making a reasonable decision and possibly allowing a roll, even at 1st level? Further, the rule here ultimately is that the "dm decides" what the intervention looks like. If we are playing b/x, there is no specific rule related to divine intervention (at least that I can find in a quick search of my OSE books). As a gm, I might decide that a player has a 1% chance, and as gm, would still decide what that intervention looks like should it be successful. One can imagine a scenario in which a player says, "wait, that's not fair! It should be at least 5%." But if that's the hill your player is going to die on, then you do not have a high trust game. But maybe given the specific circumstance of the roll, it's not just the cleric calling out for intervention, but a cleric that is seeking to reclaim a temple of their god, overrun by undead. Maybe in that case the gm decides it's more than a 1% chance. Do you really want a rule that says "divine intervention is a 1% chance, unless the cleric is in the midst of reclaiming a lost temple in which case it is 5%, and if they've done at least 10 good deeds over the previous month that increases to 11%..." and so on? To me, this seems like the [I][B]exact[/B][/I] situation that calls for "ruling not rules." The rules cannot cover every edge case. [/COLOR] [/QUOTE]
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