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General Tabletop Discussion
*Dungeons & Dragons
The Object Interaction Rule, and how it's changed our action economy
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<blockquote data-quote="Wik" data-source="post: 6670022" data-attributes="member: 40177"><p>This is what I'm seeing. It's more noticeable in the traditional "rules-lawyer" players (and I don't mean that necessarily in a bad way). </p><p></p><p>Last week, the PCs were tied to one another going down a long spiral staircase with a long fall to the bottom (the diviner "had a feeling" that feather fall wasn't going to help - they'd survive the FALL, at least, but wouldn't hit the ground, because "something" was down there). So, the stairs are so slippery that the party is all tied together. </p><p></p><p>They of course come across cultists, who join hands to start casting a spell. This is scary stuff. The party remains tied together (ruling - object interaction to cut the ropes, action to untie it) and SLOWLY approaches. We quickly rule that you can ready an action, and everyone moves at the same time as the slowest person in initiative. Wasn't in the rules anywhere, but it worked. </p><p></p><p>What amazed me was, this was a tough fight. The players knew that one round of bad luck could kill them all. And yet, not once did I see someone even try to grab a stone to throw at the cultists, instead preferring to use their actions to dodge (even though the cultists didn't seem interested in ranged attacks). They didn't try to convince me that an action was "actually" an Object Interaction. They just took the ruling and went with it. </p><p></p><p>COmpare this to pathfinder, where if we didn't know a rule, the game would grind to a halt while someone searched for the rule. If I made a ruling, the game would go on, but two minutes later I'd be interrupted with the "official" ruling. And if mine wasn't as good as the official one, I'd hear about it. And if there were no rules for it, there would be discussion. </p><p></p><p>So, yeah, I like the new rule.</p></blockquote><p></p>
[QUOTE="Wik, post: 6670022, member: 40177"] This is what I'm seeing. It's more noticeable in the traditional "rules-lawyer" players (and I don't mean that necessarily in a bad way). Last week, the PCs were tied to one another going down a long spiral staircase with a long fall to the bottom (the diviner "had a feeling" that feather fall wasn't going to help - they'd survive the FALL, at least, but wouldn't hit the ground, because "something" was down there). So, the stairs are so slippery that the party is all tied together. They of course come across cultists, who join hands to start casting a spell. This is scary stuff. The party remains tied together (ruling - object interaction to cut the ropes, action to untie it) and SLOWLY approaches. We quickly rule that you can ready an action, and everyone moves at the same time as the slowest person in initiative. Wasn't in the rules anywhere, but it worked. What amazed me was, this was a tough fight. The players knew that one round of bad luck could kill them all. And yet, not once did I see someone even try to grab a stone to throw at the cultists, instead preferring to use their actions to dodge (even though the cultists didn't seem interested in ranged attacks). They didn't try to convince me that an action was "actually" an Object Interaction. They just took the ruling and went with it. COmpare this to pathfinder, where if we didn't know a rule, the game would grind to a halt while someone searched for the rule. If I made a ruling, the game would go on, but two minutes later I'd be interrupted with the "official" ruling. And if mine wasn't as good as the official one, I'd hear about it. And if there were no rules for it, there would be discussion. So, yeah, I like the new rule. [/QUOTE]
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