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General Tabletop Discussion
*Dungeons & Dragons
What should be in the Advanced Tactical Module?
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<blockquote data-quote="DMZ2112" data-source="post: 6113680" data-attributes="member: 78752"><p>It's not a matter of explanations. A sufficiently creative mind can explain anything; I know that. And if that's how you want to run your game you should feel free, but those of us who /want/ to limit player control of the battlefield ought to have the tools to do so without being reduced to "because I said so."</p><p></p><p>I /understand/ the playstyle that believes that the fighter should have the ability to narrate the effects of startling an elephant, or sidestepping an iron golem. I do. But when that playstyle is the only one supported by the ruleset, it makes it very difficult for the DM to justify saying "that doesn't work because {perfectly logical reason}," which is important.</p><p></p><p>I'll be perfectly honest -- I don't personally believe in compromise between the DM and the players. I'm an advocate of absolute DM authority. I think that's his role and I think it makes the game more fun (when it's done well). But at the very least, the rules have to permit narrative compromise, and dictating that a tactical "power" has a specific, non-negotiable effect on the battlefield interferes with narrative compromise just as much as leaving the effect of the "power" entirely up to DM fiat.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6113680, member: 78752"] It's not a matter of explanations. A sufficiently creative mind can explain anything; I know that. And if that's how you want to run your game you should feel free, but those of us who /want/ to limit player control of the battlefield ought to have the tools to do so without being reduced to "because I said so." I /understand/ the playstyle that believes that the fighter should have the ability to narrate the effects of startling an elephant, or sidestepping an iron golem. I do. But when that playstyle is the only one supported by the ruleset, it makes it very difficult for the DM to justify saying "that doesn't work because {perfectly logical reason}," which is important. I'll be perfectly honest -- I don't personally believe in compromise between the DM and the players. I'm an advocate of absolute DM authority. I think that's his role and I think it makes the game more fun (when it's done well). But at the very least, the rules have to permit narrative compromise, and dictating that a tactical "power" has a specific, non-negotiable effect on the battlefield interferes with narrative compromise just as much as leaving the effect of the "power" entirely up to DM fiat. [/QUOTE]
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What should be in the Advanced Tactical Module?
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