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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6566704" data-attributes="member: 6668292"><p>I feel like a winky face is wholly inappropriate here.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Well, yes, but it's the GM that's empowering the player, in my opinion, not the system. The GM is the one setting DCs, setting self-imposed rules about how the DCs will be set, and then passing that information onto the player. None of which is required by the system. You doing this definitely empowers the player, yes. And the system (with its transparent math) helped you take action to empower the player. But the system itself is not empowering the player, in my opinion. The GM is.</p><p></p><p>Or am I missing something?</p><p></p><p>Do you feel the mechanics enforce this view, or is this something that you do, as an individual GM, to empower the players? I think that might be the heart of what I'm getting at.</p><p></p><p>Again, this seems mostly decided by you, as GM. If this was in the PH, with the player having these rules set so that they could leverage them, I would find that player-empowering.</p><p></p><p>I really appreciate the replies. It seems like this is all the power flowing from GM to player rather than from book to player, but I'm not 100%.</p><p></p><p>As far as illusionism, these guidelines being front and center certainly do look like they would hamper illusionist play as you've described it, I agree. So I get where you're coming from in terms of the style of game you run hampering it, and how the rules back you up, at least. So thanks for talking me through that. Looking forward to a write-up if you get around to it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6566704, member: 6668292"] I feel like a winky face is wholly inappropriate here. ;) Well, yes, but it's the GM that's empowering the player, in my opinion, not the system. The GM is the one setting DCs, setting self-imposed rules about how the DCs will be set, and then passing that information onto the player. None of which is required by the system. You doing this definitely empowers the player, yes. And the system (with its transparent math) helped you take action to empower the player. But the system itself is not empowering the player, in my opinion. The GM is. Or am I missing something? Do you feel the mechanics enforce this view, or is this something that you do, as an individual GM, to empower the players? I think that might be the heart of what I'm getting at. Again, this seems mostly decided by you, as GM. If this was in the PH, with the player having these rules set so that they could leverage them, I would find that player-empowering. I really appreciate the replies. It seems like this is all the power flowing from GM to player rather than from book to player, but I'm not 100%. As far as illusionism, these guidelines being front and center certainly do look like they would hamper illusionist play as you've described it, I agree. So I get where you're coming from in terms of the style of game you run hampering it, and how the rules back you up, at least. So thanks for talking me through that. Looking forward to a write-up if you get around to it :) [/QUOTE]
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