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The Problem with Talking About D&D
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<blockquote data-quote="DND_Reborn" data-source="post: 8592725" data-attributes="member: 6987520"><p>LOL ok, I guess I was just being overzealous. <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><p></p><p>So, let's put this in D&D terms. Do players know all the rules the DM uses? Should they? Or do they just need to know how their own rules work?</p><p></p><p>In theory, I think they should be known, even if not understood. That is the difference between video games and TTRPGs. Unless you dive into the code, you don't know the rules the game runs by. Now, if a video game was based on D&D, and then had hidden rules/mechanics to make it more fun which were NOT part of the TTRPG rules and players didn't know about them, that would certainly be shady IMO.</p><p></p><p></p><p>Sure, I used to do it. But the point then becomes on what gives me the right to decide what is fun or not fun for the players? If I fudge things just because I think it would be better, that is pretty arrogant of me. Now, if I see it as an issue, discuss it openly with my players, and they agree a fudge would make an encounter more fun, then there is no issue since all agree.</p><p></p><p>Personally, I would rather finish the encounter as it was written and afterwards address the issue for the next encounter. That could involve coming up with a house-rule after the fact, and then testing it as a group during the next couple encounters. But even then everyone knows about it, and it wouldn't be "hidden in the code", as it were.</p><p></p><p></p><p>You know other games have an escalating die for such instances, but then the question you have to ask is why do it in "secret"?</p><p></p><p>It could be a house-rule, applied to both PCs and creatures, so that if a series of bad rolls escalates a bonus to eventually increase the chance of getting in a hit again. It starts taking some of the swinginess out of the d20 because you are gaining a higher bonus over time.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8592725, member: 6987520"] LOL ok, I guess I was just being overzealous. :) So, let's put this in D&D terms. Do players know all the rules the DM uses? Should they? Or do they just need to know how their own rules work? In theory, I think they should be known, even if not understood. That is the difference between video games and TTRPGs. Unless you dive into the code, you don't know the rules the game runs by. Now, if a video game was based on D&D, and then had hidden rules/mechanics to make it more fun which were NOT part of the TTRPG rules and players didn't know about them, that would certainly be shady IMO. Sure, I used to do it. But the point then becomes on what gives me the right to decide what is fun or not fun for the players? If I fudge things just because I think it would be better, that is pretty arrogant of me. Now, if I see it as an issue, discuss it openly with my players, and they agree a fudge would make an encounter more fun, then there is no issue since all agree. Personally, I would rather finish the encounter as it was written and afterwards address the issue for the next encounter. That could involve coming up with a house-rule after the fact, and then testing it as a group during the next couple encounters. But even then everyone knows about it, and it wouldn't be "hidden in the code", as it were. You know other games have an escalating die for such instances, but then the question you have to ask is why do it in "secret"? It could be a house-rule, applied to both PCs and creatures, so that if a series of bad rolls escalates a bonus to eventually increase the chance of getting in a hit again. It starts taking some of the swinginess out of the d20 because you are gaining a higher bonus over time. [/QUOTE]
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