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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="The Crimson Binome" data-source="post: 6569514" data-attributes="member: 6775031"><p>Such is the role of the DM, and a good example of that is in the description of HP loss. As pointed out in 5E, different DMs like to describe HP loss differently, mostly based on what makes sense to them on what's going on in the narrative; it creates a very different tone for the game, when the DM describes an arrow which digs into your back (-5 HP, no penalties) vs one that you narrowly dodge (-5 HP, no penalties). When you agree to let one person run the game, you agree that his or her aesthetic will shape much of the world. It's perfectly fine for a player to back out of a game because you don't like the way that the DM describes stuff. (I seem to recall that one of that stated goals of 4E was to bring different DMs into line and reduce table variance, so that a player could be guaranteed of a more standardized experience regardless of who is running it.)</p><p></p><p>The DM never really needs to fully set the entire world in stone, though. One of the tricks is to just assume that non-immediate regions take care of themselves, so you only need to figure out the specifics before it would become relevant. As long as you know yourself, and how you will make those determinations later on, it should all work itself out in a consistent manner.</p><p></p><p>Emphasis mine. If you try to detail a world in this manner, you get a world where the laws of physics are <em>literally</em> determined by playing dice. </p><p></p><p>The laws of physics cannot possibly work that way. The <em>real </em>laws of physics - even in a fantasy world - must be true <em>regardless</em> of your belief in them (barring extreme circumstances where they actually <em>are</em> shaped by your belief, but that's a degenerate case). Sometimes, the correct answer of someone who does everything right <em>must</em> be that an idea is <em>wrong</em>. Most science goes toward <em>dis</em>proving theories.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6569514, member: 6775031"] Such is the role of the DM, and a good example of that is in the description of HP loss. As pointed out in 5E, different DMs like to describe HP loss differently, mostly based on what makes sense to them on what's going on in the narrative; it creates a very different tone for the game, when the DM describes an arrow which digs into your back (-5 HP, no penalties) vs one that you narrowly dodge (-5 HP, no penalties). When you agree to let one person run the game, you agree that his or her aesthetic will shape much of the world. It's perfectly fine for a player to back out of a game because you don't like the way that the DM describes stuff. (I seem to recall that one of that stated goals of 4E was to bring different DMs into line and reduce table variance, so that a player could be guaranteed of a more standardized experience regardless of who is running it.) The DM never really needs to fully set the entire world in stone, though. One of the tricks is to just assume that non-immediate regions take care of themselves, so you only need to figure out the specifics before it would become relevant. As long as you know yourself, and how you will make those determinations later on, it should all work itself out in a consistent manner. Emphasis mine. If you try to detail a world in this manner, you get a world where the laws of physics are [I]literally[/I] determined by playing dice. The laws of physics cannot possibly work that way. The [I]real [/I]laws of physics - even in a fantasy world - must be true [I]regardless[/I] of your belief in them (barring extreme circumstances where they actually [I]are[/I] shaped by your belief, but that's a degenerate case). Sometimes, the correct answer of someone who does everything right [I]must[/I] be that an idea is [I]wrong[/I]. Most science goes toward [I]dis[/I]proving theories. [/QUOTE]
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