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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="Tony Vargas" data-source="post: 7836887" data-attributes="member: 996"><p>As successful as 5e is at evoking that back-in-the-day feel of classic D&D, the "play loop" has been taken up with a modern spin. </p><p></p><p>Depending on the DM, you might have encountered something like what Charlaquin and Iserith and others describe. A formal requirement that players seeking more information declare an /action/ to acquire that information. You'll also see players object because they feel the DM hasn't done a good enough job describing the situation, yet, at times - again, maybe formally.</p><p></p><p>Back in the day, it might go more like this:</p><p></p><p>"There's a door on the far wall."</p><p>"Is it locked?"</p><p>"You test the lock, there's XX contact poison on the doorknob, roll vs poison or die."</p><p>"Wait, I.. I'm wearing gloves! My character would notice if there was something smeared on the doorknob."</p><p>"You should have asked, and you should have said you were wearing gloves - make that save."</p><p></p><p>Or this...</p><p></p><p>"You open the door and see a 40x40 room, the walls are solidly built of greyish-green stone."</p><p>"I move cautiously into the room."</p><p>"You fall 40' onto iron spikes, take 18 points of damage from the fall and and 1d6 spikes attack you... 3 hit for... 12 damage."</p><p>"What? There was a pit trap?"</p><p>"No, just a pit. You didn't ask about the floor!"</p><p>"You're jerk, Steve."</p><p></p><p>Leading to...</p><p></p><p>"There's a door on the right."</p><p>"What's it made of? What's the handle look like? Is there anything on it? What's the floor in front of it made of? "IS there a floor in front of it not an open pit or cursed rug of smothering? Is there green slime on the ceiling above it?</p><p>"You chec- "</p><p>"NO! No, I haven't don anything yet! I'M just looking!!!"</p><p>"Sheesh, Mike, why'ya so paranoid?"</p><p></p><p></p><p>...leading to, decades later, DMs luxuriating in the idea of players having to declare actions to get information.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7836887, member: 996"] As successful as 5e is at evoking that back-in-the-day feel of classic D&D, the "play loop" has been taken up with a modern spin. Depending on the DM, you might have encountered something like what Charlaquin and Iserith and others describe. A formal requirement that players seeking more information declare an /action/ to acquire that information. You'll also see players object because they feel the DM hasn't done a good enough job describing the situation, yet, at times - again, maybe formally. Back in the day, it might go more like this: "There's a door on the far wall." "Is it locked?" "You test the lock, there's XX contact poison on the doorknob, roll vs poison or die." "Wait, I.. I'm wearing gloves! My character would notice if there was something smeared on the doorknob." "You should have asked, and you should have said you were wearing gloves - make that save." Or this... "You open the door and see a 40x40 room, the walls are solidly built of greyish-green stone." "I move cautiously into the room." "You fall 40' onto iron spikes, take 18 points of damage from the fall and and 1d6 spikes attack you... 3 hit for... 12 damage." "What? There was a pit trap?" "No, just a pit. You didn't ask about the floor!" "You're jerk, Steve." Leading to... "There's a door on the right." "What's it made of? What's the handle look like? Is there anything on it? What's the floor in front of it made of? "IS there a floor in front of it not an open pit or cursed rug of smothering? Is there green slime on the ceiling above it? "You chec- " "NO! No, I haven't don anything yet! I'M just looking!!!" "Sheesh, Mike, why'ya so paranoid?" ...leading to, decades later, DMs luxuriating in the idea of players having to declare actions to get information. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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