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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="Charlaquin" data-source="post: 7836922" data-attributes="member: 6779196"><p>I mean, those are definitely play patterns I have experienced and wish to avoid. Which is why I attempt to be reasonably specific and succinct in my description, telegraph the presence of hazards with environmental clues, (which may be missable if the players aren’t paying attention but are always at least clear in hindsight), and ask that players be reasonably succinct and specific in their descriptions of their actions. The more assumptions can be avoided on either side of the screen, the better. One thing you will never catch me saying as a DM is, “you test the lock.”</p><p></p><p></p><p>You seem to be implying that the intent behind asking that players declare actions rather than ask questions is to reproduce the play patterns above, but on the contrary, the intent is to avoid them. In fact, when a player declares an action that in my assessment has a possibility of success and failure and a cost or consequence for failure, I tell them the DC and potential consequences, and allow them to decide not to go through with the action. There will be no “gotchas” in my game - my players take informed risks, thank you very much.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7836922, member: 6779196"] I mean, those are definitely play patterns I have experienced and wish to avoid. Which is why I attempt to be reasonably specific and succinct in my description, telegraph the presence of hazards with environmental clues, (which may be missable if the players aren’t paying attention but are always at least clear in hindsight), and ask that players be reasonably succinct and specific in their descriptions of their actions. The more assumptions can be avoided on either side of the screen, the better. One thing you will never catch me saying as a DM is, “you test the lock.” You seem to be implying that the intent behind asking that players declare actions rather than ask questions is to reproduce the play patterns above, but on the contrary, the intent is to avoid them. In fact, when a player declares an action that in my assessment has a possibility of success and failure and a cost or consequence for failure, I tell them the DC and potential consequences, and allow them to decide not to go through with the action. There will be no “gotchas” in my game - my players take informed risks, thank you very much. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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