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<blockquote data-quote="Charlaquin" data-source="post: 8475371" data-attributes="member: 6779196"><p>Ah. Then it seems I misunderstood your argument. Sorry about that.</p><p></p><p>I do not believe I am ignoring how the game is normally played. Many things do not override a player’s ability to decide what their character thinks, says, and does, and many things that do have specific exceptions given in the rules. An improvised action taken with the goal of forcing a PC to make a certain decision does not fall into either of those categories,</p><p></p><p>So, C is declaring actions that have no chance of success. Their character lacks the ability to fly, teleport, or dematerialize dragons psionically (I take it - there are abilities that the character might have that could allow them to do those things, but it seems from context that the PC lacks such abilities). The player can decide their character tries these things, but since they can’t succeed, they are not uncertain and fail without need for a check.</p><p></p><p>I’ve already gone around with Ovinomancer about why the idea that telling the player their character knows or doesn’t know something is different than telling them what their character thinks.</p><p></p><p>Frightful Presence contains a specific exception to the general rule that the player decides what their character does.</p><p></p><p>I don’t know how to answer this, except to say that the game works fine with the DM only being expected to override the player’s freedom to decide what their character thinks, says, and does when the rules provide a specific exception to that general principle. I think [USER=97077]@iserith[/USER] has a document demonstrating action adjudication, you could read that if you want an example of what it looks like in play.</p><p></p><p>Choice is the difference, yes. I have been framing the actions that we’re debating about as <em>attempts to force the PC to make a particular decision</em> for a reason. Perhaps my point would be clearer if I phrased it as “attempts to force the player to make a particular decision for their character”?</p><p></p><p>I don’t think your example has demonstrated that attempts to force a player to make a particular decision for their character is being smuggled into a special category.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8475371, member: 6779196"] Ah. Then it seems I misunderstood your argument. Sorry about that. I do not believe I am ignoring how the game is normally played. Many things do not override a player’s ability to decide what their character thinks, says, and does, and many things that do have specific exceptions given in the rules. An improvised action taken with the goal of forcing a PC to make a certain decision does not fall into either of those categories, So, C is declaring actions that have no chance of success. Their character lacks the ability to fly, teleport, or dematerialize dragons psionically (I take it - there are abilities that the character might have that could allow them to do those things, but it seems from context that the PC lacks such abilities). The player can decide their character tries these things, but since they can’t succeed, they are not uncertain and fail without need for a check. I’ve already gone around with Ovinomancer about why the idea that telling the player their character knows or doesn’t know something is different than telling them what their character thinks. Frightful Presence contains a specific exception to the general rule that the player decides what their character does. I don’t know how to answer this, except to say that the game works fine with the DM only being expected to override the player’s freedom to decide what their character thinks, says, and does when the rules provide a specific exception to that general principle. I think [USER=97077]@iserith[/USER] has a document demonstrating action adjudication, you could read that if you want an example of what it looks like in play. Choice is the difference, yes. I have been framing the actions that we’re debating about as [I]attempts to force the PC to make a particular decision[/I] for a reason. Perhaps my point would be clearer if I phrased it as “attempts to force the player to make a particular decision for their character”? I don’t think your example has demonstrated that attempts to force a player to make a particular decision for their character is being smuggled into a special category. [/QUOTE]
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