Paul Farquhar
Legend
IT's the DM's job to tell the players everything that is apparent to the characters that the players may not be aware of.Why should the GM call that out before the players ask about it?
IT's the DM's job to tell the players everything that is apparent to the characters that the players may not be aware of.Why should the GM call that out before the players ask about it?
That much plane travel is a rarity I think. Let me ask you this. How many of those constant planar traveling games didn't have trees, or towns/traders that were visited by the PCs?Really?
My Candlekeep Mysteries campaign was constantly planar traveling. Phandelver:Shattered Obelisk takes place on the planes by about 10th level. Now, to be fair, my current Out of the Abyss game doesn't have much planar travel, but, the core element of the first third of the module is managing supplies. I think it's something of a mistake to extrapolate from personal experience. Many of the WotC AP's have planar travel built in.
Entirely a matter of style. Plane hopping is pretty common in my games, but is mostly short visits (like BG3). However, on many planes you do not need food and drink, and on some you can manifest things simply by thinking about it.That much plane travel is a rarity I think. Let me ask you this. How many of those constant planar traveling games didn't have trees, or towns/traders that were visited by the PCs?
Oh, that's totally fair. I was simply referring to the lack of planar travel. The whole "tracking ammo" sidebar I really don't care that much about. I never bother tracking ammo when I DM. I've had players who are meticulous about it, and others that don't care. Either way? I'm not too worried about it.That much plane travel is a rarity I think. Let me ask you this. How many of those constant planar traveling games didn't have trees, or towns/traders that were visited by the PCs?
If your game could be unraveled by players not having to track their ammo, that sounds like a very fragile and poorly-planned game.So in effect you'd rather the characters have unlimited ammo? 'Cause that's the only other option here; and not only is it unrealistic in the in-game sense, IMO it's borderline cheating in the meta sense.
Even D&D left the term referee behind and for a good reason. Referee is necessary when there are two or more sides competeing, collaborative storytelling games require different roles to be taken.Game rules and restrictions are what they are, regardless whether they're purely meta (e.g. Monopoly rules) or are trying to reflect an imagined reality (e.g. an RPG). Ammo tracking rules in D&D are the same as travelling rules in basketball - you've got a referee whose job it is to enforce said rules and if that referee doesn't reliably do that job the game is all the worse for it.
It is neither war nor a sport, and looking at it either way is very limiting.That, and I view D&D as more war than sport to begin with.
Because springing that on players unexpected at time of need would be a very crappy thing to do and makes GM look like a douche trying to get one over the players. Even if you have pure intnetions, you are making assumptions about what the characters would or would not do and effectively railroading the players.Why should the GM call that out before the players ask about it?
I think saying "my character looks for traps all the way in" once is enough, if I'd have to listen to player interrupting the flow to check for traps in every single room, I would go insane."Every step they take" is hyperbolic overkill, but if they don't in general specify they're searching for traps the default is that they are not.
Heh. I'll give you a perfect example of how it goes when you try to move away from swords.
Played a Hoard of the Dragon Queen campaign. Tried to play a halberd wielding paladin. I wanted to do the whole Sentinel, Polearm Mastery thing. Hit about 4th level, DM was still handing out magic swords, including a Dragon Slaying one, and nary so much as a magic toothpick. So, halberd went away and out came the sword. Why? Because that's how D&D is built. There are swords, then there might be axes, then there's anything else if you happen to be very, very lucky or the DM starts dropping loot specifically for your character.
I'm curious- did most of the goblins also not have their armor on or weapons at the ready?If your game could be unraveled by players not having to track their ammo, that sounds like a very fragile and poorly-planned game.
Even D&D left the term referee behind and for a good reason. Referee is necessary when there are two or more sides competeing, collaborative storytelling games require different roles to be taken.
It is neither war nor a sport, and looking at it either way is very limiting.
Because springing that on players unexpected at time of need would be a very crappy thing to do and makes GM look like a douche trying to get one over the players. Even if you have pure intnetions, you are making assumptions about what the characters would or would not do and effectively railroading the players.
An example from my own experience. D&D 3.5, the party saved a tribe of Goblins enslaved by Malar worshippers, they throw a feast in our honor. Surprise, surprise, it's an ambush - tribe's leader figured out our Sorcerer brutally murdered her daughter and sold us out to Malar cultists in exchange for leaving her tribe alone. Malar cultists ambush us and in first round hit with poisoned darts. However, when rolling for attacks, DM asks our AC but tell us to subtract bonus from armor, since we took it off. None of us declared they do, so we protest, and Dm pushes back, claiming "Of course you took off your armor! It's not realistic for anyone to sit down to eat in armor! Only a total sociopath would do that."
Here we have a DM who made an assumption what characters do - take off armor, not refill the quiver - without players confirming it with them. Whenever he meant it or not, such assumption ended up looking like railroading and trying to screw the party over.
I think saying "my character looks for traps all the way in" once is enough, if I'd have to listen to player interrupting the flow to check for traps in every single room, I would go insane.
Yeah, this is the sort of thing I find annoying - people who want things for “authenticity” when they have no real idea what actually would be authentic. A bit of abstraction helps to cover over lots of ignorance. At least the characters know what they are doing, after all, they are the people who live in that world.But not once has a DM ever asked me about stringing or unstringing my bow, it's all about the ammunition!
So if I don't make a point of telling the players immediately that they might have a hard time making arrows in an environment clearly described as lacking trees, I'm a douche?If your game could be unraveled by players not having to track their ammo, that sounds like a very fragile and poorly-planned game.
Even D&D left the term referee behind and for a good reason. Referee is necessary when there are two or more sides competeing, collaborative storytelling games require different roles to be taken.
It is neither war nor a sport, and looking at it either way is very limiting.
Because springing that on players unexpected at time of need would be a very crappy thing to do and makes GM look like a douche trying to get one over the players. Even if you have pure intnetions, you are making assumptions about what the characters would or would not do and effectively railroading the players.
An example from my own experience. D&D 3.5, the party saved a tribe of Goblins enslaved by Malar worshippers, they throw a feast in our honor. Surprise, surprise, it's an ambush - tribe's leader figured out our Sorcerer brutally murdered her daughter and sold us out to Malar cultists in exchange for leaving her tribe alone. Malar cultists ambush us and in first round hit with poisoned darts. However, when rolling for attacks, DM asks our AC but tell us to subtract bonus from armor, since we took it off. None of us declared they do, so we protest, and Dm pushes back, claiming "Of course you took off your armor! It's not realistic for anyone to sit down to eat in armor! Only a total sociopath would do that."
Here we have a DM who made an assumption what characters do - take off armor, not refill the quiver - without players confirming it with them. Whenever he meant it or not, such assumption ended up looking like railroading and trying to screw the party over.
I think saying "my character looks for traps all the way in" once is enough, if I'd have to listen to player interrupting the flow to check for traps in every single room, I would go insane.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.