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What 5E needs: Let it Ride and Make it Interesting...
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<blockquote data-quote="Libramarian" data-source="post: 5899956" data-attributes="member: 6688858"><p>No, you can make plans based on probabilities.</p><p></p><p>It's making judgements about their chance of success, but from a simulationist perspective, not a narrativist perspective. Making these sorts of judgements from a narrative perspective makes it much more subjective.</p><p></p><p>This is how Ragnathan is describing it: The player chooses a plan of action (trying to sneak into the castle) and the DM both chooses how many rolls to spend on this whole plan (based on standards like "how a movie would handle it") as well as the consequences for failure to make sure they're dramatically interesting (e.g. a failed stealth roll doesn't mean the character doesn't get into the tower, it means they weren't stealthy about it).</p><p></p><p>That's giving the DM way too much power to decide things based on narrative priorities imo.</p><p></p><p>I like this high level DM-advice line instead:</p><p>"Play to see what happens"</p><p></p><p>The rules of course should be designed so that playing to see what happens often produces interesting happenings.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5899956, member: 6688858"] No, you can make plans based on probabilities. It's making judgements about their chance of success, but from a simulationist perspective, not a narrativist perspective. Making these sorts of judgements from a narrative perspective makes it much more subjective. This is how Ragnathan is describing it: The player chooses a plan of action (trying to sneak into the castle) and the DM both chooses how many rolls to spend on this whole plan (based on standards like "how a movie would handle it") as well as the consequences for failure to make sure they're dramatically interesting (e.g. a failed stealth roll doesn't mean the character doesn't get into the tower, it means they weren't stealthy about it). That's giving the DM way too much power to decide things based on narrative priorities imo. I like this high level DM-advice line instead: "Play to see what happens" The rules of course should be designed so that playing to see what happens often produces interesting happenings. [/QUOTE]
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