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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Maxperson" data-source="post: 9085921" data-attributes="member: 23751"><p>There are no such rules in 5e. The SPECIFIC DMG portions give the DM the authority to change any rule. The rules SPECIFICALLY serve him and not the other way around.</p><p></p><p>And that's our point. If the ability fails for good reasons every now and then, it's no big deal and nothing to get up in arms about. </p><p></p><p>That sounds horrible. It means that there will be times when it makes absolutely no sense for it to happen, but it ridiculously happens anyway. For some tables that don't care about that sort of thing it works out fine, but for other tables where they want the world to make sense, it doesn't work out fine at all.</p><p></p><p>I was once invited to join a group, but they neglected to tell me that the world was full of punny humor. That sort of ridiculous play worked out fantastically for that group. They loved it and had a blast. At the end of the night I politely let them know that sort of game didn't work for me and that I wouldn't be coming back. I'm sure that group would have no problem always allowing the ability to work, even when it would be nonsensical.</p><p></p><p>And you'd still be very, very wrong.</p><p></p><p>But not to dictate the result of the action declaration. That's DM agency and some games give portions of DM agency to the players.</p><p></p><p>Like any other situation, it can auto succeed, auto fail or get a roll if the outcome is in doubt.</p><p></p><p>We're talking about how D&D plays. You can't just ignore a significant portion of the game that has a huge impact on how the ability plays out just because we're talking about player agency.</p><p></p><p>No generally, no. I don't block them unless there is a good in-fiction reason for a feat, spell or class ability to fail. It does apply across the board, though. Players get to declare that their PC is attempting X spell, Y feat or Z class ability. and 99.35152% of the time it will work out that way. The rest of the time something like counterspell, an area where no healing is possible blocking second wind, etc. happens.</p><p></p><p>And if you're in an area where a god has used his power to stop all healing, it will appropriately fail. The vast majority of the time your declaration to try and use second wind will be met with success. However...</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9085921, member: 23751"] There are no such rules in 5e. The SPECIFIC DMG portions give the DM the authority to change any rule. The rules SPECIFICALLY serve him and not the other way around. And that's our point. If the ability fails for good reasons every now and then, it's no big deal and nothing to get up in arms about. That sounds horrible. It means that there will be times when it makes absolutely no sense for it to happen, but it ridiculously happens anyway. For some tables that don't care about that sort of thing it works out fine, but for other tables where they want the world to make sense, it doesn't work out fine at all. I was once invited to join a group, but they neglected to tell me that the world was full of punny humor. That sort of ridiculous play worked out fantastically for that group. They loved it and had a blast. At the end of the night I politely let them know that sort of game didn't work for me and that I wouldn't be coming back. I'm sure that group would have no problem always allowing the ability to work, even when it would be nonsensical. And you'd still be very, very wrong. But not to dictate the result of the action declaration. That's DM agency and some games give portions of DM agency to the players. Like any other situation, it can auto succeed, auto fail or get a roll if the outcome is in doubt. We're talking about how D&D plays. You can't just ignore a significant portion of the game that has a huge impact on how the ability plays out just because we're talking about player agency. No generally, no. I don't block them unless there is a good in-fiction reason for a feat, spell or class ability to fail. It does apply across the board, though. Players get to declare that their PC is attempting X spell, Y feat or Z class ability. and 99.35152% of the time it will work out that way. The rest of the time something like counterspell, an area where no healing is possible blocking second wind, etc. happens. And if you're in an area where a god has used his power to stop all healing, it will appropriately fail. The vast majority of the time your declaration to try and use second wind will be met with success. However... [/QUOTE]
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What is player agency to you?
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