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What could One D&D do to push the game more toward story?
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<blockquote data-quote="aco175" data-source="post: 8858994" data-attributes="member: 27385"><p>As a DM, I can change the story by modifying the rules and results. If I magically give the BBEG resistance to something or more HP suddenly I may be changing the story for a more dramatic result. Half the people on these boards shout yes and the other half shout no or foul. If the players did it to make the PC hit or to suddenly have an item, DMs would likely call foul and constrain them. Seems to advantage the DM which is likely where this sort of fudge should lay. </p><p></p><p>I give the players a 'hero point' each night of play which is like inspiration but can be used for anything. It gives them a chance to change the story a bit. A monster hits them and now it rerolls, or reroll a saving throw- or make the monster reroll. It seems a bit like the bard power where you add 1d6 to a roll over the next 10 minutes. It changes the story to make the PC do better and not fail. </p><p></p><p>Bringing a good story into plot and a campaign is hard to do. Maybe the designers can help in making plot and campaign tie together better and how to use the rules for better play. We have threads here about cinematic play and fail forward, but if Wizards has not made the rules part of the core mechanic many will not use them.</p></blockquote><p></p>
[QUOTE="aco175, post: 8858994, member: 27385"] As a DM, I can change the story by modifying the rules and results. If I magically give the BBEG resistance to something or more HP suddenly I may be changing the story for a more dramatic result. Half the people on these boards shout yes and the other half shout no or foul. If the players did it to make the PC hit or to suddenly have an item, DMs would likely call foul and constrain them. Seems to advantage the DM which is likely where this sort of fudge should lay. I give the players a 'hero point' each night of play which is like inspiration but can be used for anything. It gives them a chance to change the story a bit. A monster hits them and now it rerolls, or reroll a saving throw- or make the monster reroll. It seems a bit like the bard power where you add 1d6 to a roll over the next 10 minutes. It changes the story to make the PC do better and not fail. Bringing a good story into plot and a campaign is hard to do. Maybe the designers can help in making plot and campaign tie together better and how to use the rules for better play. We have threads here about cinematic play and fail forward, but if Wizards has not made the rules part of the core mechanic many will not use them. [/QUOTE]
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What could One D&D do to push the game more toward story?
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