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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Charlaquin" data-source="post: 9067282" data-attributes="member: 6779196"><p>It’s not a matter of forcing people not to use stock DCs, it’s a matter of teaching them not to need them. The tools DMs need are the skills to assess actions and determine if a check is needed to resolve them, and if so, what check and how difficult. What you’re advocating for is eschewing giving DMs the tools to do that, in favor of giving them a set of instructions to uncritically follow.</p><p></p><p>Every DM is necessarily a game designer, because the contents of the D&D rulebooks on their own don’t constitute a game; what the DM and players do together at the table is a game, the rulebooks only contain the tools needed to create a game. The DM or the author of a module has to use those tools to design the game the players will participate in. And even when running a module, a DM must still make decisions as a game designer, because no module can account for every twist and turn the game might take once the players start playing it. If that wasn’t the case, the module could be run better by a computer. This is why I advocate for teaching DMs how to make those decisions themselves, rather than giving them scripted processes to execute.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9067282, member: 6779196"] It’s not a matter of forcing people not to use stock DCs, it’s a matter of teaching them not to need them. The tools DMs need are the skills to assess actions and determine if a check is needed to resolve them, and if so, what check and how difficult. What you’re advocating for is eschewing giving DMs the tools to do that, in favor of giving them a set of instructions to uncritically follow. Every DM is necessarily a game designer, because the contents of the D&D rulebooks on their own don’t constitute a game; what the DM and players do together at the table is a game, the rulebooks only contain the tools needed to create a game. The DM or the author of a module has to use those tools to design the game the players will participate in. And even when running a module, a DM must still make decisions as a game designer, because no module can account for every twist and turn the game might take once the players start playing it. If that wasn’t the case, the module could be run better by a computer. This is why I advocate for teaching DMs how to make those decisions themselves, rather than giving them scripted processes to execute. [/QUOTE]
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