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General Tabletop Discussion
*Dungeons & Dragons
The Decrease in Desire for Magic in D&D
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<blockquote data-quote="DEFCON 1" data-source="post: 8774406" data-attributes="member: 7006"><p>But those aren't Stories. Those are just different Standard Operating Procedures.</p><p></p><p>A ranger finding food and shelter? Are you going to play that out every single night? Yes, the first time might be interesting... but after like the third time most modern players won't care about it anymore. So it'll be handwaved-- you find food and shelter. Which is no different than the wizard using Tiny Hut. The Standard Operating Procedure during gameplay is no different.</p><p></p><p>A dwarf having darvision when no one else does? Sure, the WHY he has darkvision might be interesting from a character perspective... but during gameplay? It means everyone breaks out torches and Light spells and the party proceeds no differently than if everyone is using darkvision. So once again, the Standard Operating Procedure during gameplay is no different.</p><p></p><p>And if your players keep selecting the "10 most overpowered spells" each and every time... why does that matter? Are they able to get past whatever encounters you throw at them as part of the Story? Isn't that then up to you to change the Story so that they can't just rely on their Standard Operating Procedures (if indeed that is an issue?)</p><p></p><p>And as far as the King being assassinated... you're the DM. If that's the Story, then why is there a Court Cleric there in the chambers at all, or why does Revivify actually work? You can set up the assassination however you want, and give any reasoning why he wasn't able to be brought back from the dead. That's the glories of being the Dungeon Master. You don't have to play by only the rules within the 3 books... you can make up and play any type of rules and game you want. If you want the King dead because the Story that comes out of it that the players then get involved with... then the King is dead and the Story can progress. That's the entire crux of 5E gameplay.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8774406, member: 7006"] But those aren't Stories. Those are just different Standard Operating Procedures. A ranger finding food and shelter? Are you going to play that out every single night? Yes, the first time might be interesting... but after like the third time most modern players won't care about it anymore. So it'll be handwaved-- you find food and shelter. Which is no different than the wizard using Tiny Hut. The Standard Operating Procedure during gameplay is no different. A dwarf having darvision when no one else does? Sure, the WHY he has darkvision might be interesting from a character perspective... but during gameplay? It means everyone breaks out torches and Light spells and the party proceeds no differently than if everyone is using darkvision. So once again, the Standard Operating Procedure during gameplay is no different. And if your players keep selecting the "10 most overpowered spells" each and every time... why does that matter? Are they able to get past whatever encounters you throw at them as part of the Story? Isn't that then up to you to change the Story so that they can't just rely on their Standard Operating Procedures (if indeed that is an issue?) And as far as the King being assassinated... you're the DM. If that's the Story, then why is there a Court Cleric there in the chambers at all, or why does Revivify actually work? You can set up the assassination however you want, and give any reasoning why he wasn't able to be brought back from the dead. That's the glories of being the Dungeon Master. You don't have to play by only the rules within the 3 books... you can make up and play any type of rules and game you want. If you want the King dead because the Story that comes out of it that the players then get involved with... then the King is dead and the Story can progress. That's the entire crux of 5E gameplay. [/QUOTE]
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