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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="pemerton" data-source="post: 7513688" data-attributes="member: 42582"><p>I want to say that, so far from barking up the wrong tree, I agree completely with you! There's not time travel; and the view that there is results from misinterpreting the relationship between mechanical procedures and fictional events.</p><p></p><p>And I still think that someone who describes these powers as "time travelling" ie who misdescribes them, is undermining their credibility as an expositor and interpreter of the 5e rules.</p><p></p><p>EDIT: The timing of rolls and revealing of information relevant to decision-making seems to me to be completely a matter of table convention.</p><p></p><p>I think it would be a little harsh for a GM to roll the dice and call for the player to declare Shield or not before indicating whether or not the result is a hit. But not completely out of the question - after all, that's how we handled similar Rolemaster spells back in the day!</p><p></p><p>More generally, I can think of four stages of revelation: (1) I've rolled an attack against you; (2) I've rolled an attack against you, and here's the number on the d20; (3) I've rolled an attack against you, and it's a hit; (4) I've rolled an attack against you, and it's a hit for X damage. (I guess there's also a 2.5 option, where the GM tell you whether or not it's a hit but doesn't tell you the number on the die and so you don't know whether or not it's a critical hit.)</p><p></p><p>The more information you get before you're precluded from using Shield, the better off you are. But I don't think the rules dictate which of the 4 approaches should be adopted. This seems a matter of table convention, like most other aspects of rolling dice and declaring results in D&D. (Contrast eg Marvel Heroic RP, where there is a rule that all dice are rolled in the open, and where there is only a single roll to resolve an action, so a player always has full knowledge in declaring any sort of reaction or "do over" ability.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7513688, member: 42582"] I want to say that, so far from barking up the wrong tree, I agree completely with you! There's not time travel; and the view that there is results from misinterpreting the relationship between mechanical procedures and fictional events. And I still think that someone who describes these powers as "time travelling" ie who misdescribes them, is undermining their credibility as an expositor and interpreter of the 5e rules. EDIT: The timing of rolls and revealing of information relevant to decision-making seems to me to be completely a matter of table convention. I think it would be a little harsh for a GM to roll the dice and call for the player to declare Shield or not before indicating whether or not the result is a hit. But not completely out of the question - after all, that's how we handled similar Rolemaster spells back in the day! More generally, I can think of four stages of revelation: (1) I've rolled an attack against you; (2) I've rolled an attack against you, and here's the number on the d20; (3) I've rolled an attack against you, and it's a hit; (4) I've rolled an attack against you, and it's a hit for X damage. (I guess there's also a 2.5 option, where the GM tell you whether or not it's a hit but doesn't tell you the number on the die and so you don't know whether or not it's a critical hit.) The more information you get before you're precluded from using Shield, the better off you are. But I don't think the rules dictate which of the 4 approaches should be adopted. This seems a matter of table convention, like most other aspects of rolling dice and declaring results in D&D. (Contrast eg Marvel Heroic RP, where there is a rule that all dice are rolled in the open, and where there is only a single roll to resolve an action, so a player always has full knowledge in declaring any sort of reaction or "do over" ability.) [/QUOTE]
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