Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
What's the DC for a fighter to heal their ally with a prayer?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8753621" data-attributes="member: 6790260"><p>It occurred to me that I should clarify a little.</p><p></p><p>I absolutely, 100% think that every GM should strive to reach a point where they are comfortable finding answers to these campaign-specific questions. (I say "finding" to leave open collaborative methods, rather than always being GM-driven.) I think this is both a refinement of general GM skill, in the sense that answering these questions means having a richer, deeper, more "full" world, and a huge boon for getting, keeping, and growing player enthusiasm for and interest in the campaign. Part of why it is the latter is that doing so enables the kind of thing I'm talking about, where the rules exist and have value, but can be expanded upon where it makes sense to do so, whether at GM or player prompting.</p><p></p><p>Or, as Spock once put it, "Logic is the <em>beginning</em> of wisdom, Valeris, not the end."</p><p></p><p>Some GMs will simply be uncomfortable doing this, for whatever reason, and should thus adhere strictly to the rules, saying no to all questions which might require expanding beyond them. I consider that a deeply unfortunate situation, but it will happen, and ultimately it will be better for the health of the game to avoid doing something the GM isn't on board for than to force it through. But I genuinely believe such GMs really should work on becoming comfortable answering these questions and leveraging those answers to enable creative effort that expands beyond the rules (not contradicting them, just adding more possibilities.) Their games are essentially guaranteed to improve as a result, so long as they make the effort to keep these results constrained and focused rather than repeatable and/or trivial to employ (aka the effort to nix exploitation.) Such effort is not zero, but it really isn't particularly difficult; giving diegetic reasons why something can only work once, for example, or attaching nasty costs which players are unlikely to want to pay even once let alone multiple times, etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8753621, member: 6790260"] It occurred to me that I should clarify a little. I absolutely, 100% think that every GM should strive to reach a point where they are comfortable finding answers to these campaign-specific questions. (I say "finding" to leave open collaborative methods, rather than always being GM-driven.) I think this is both a refinement of general GM skill, in the sense that answering these questions means having a richer, deeper, more "full" world, and a huge boon for getting, keeping, and growing player enthusiasm for and interest in the campaign. Part of why it is the latter is that doing so enables the kind of thing I'm talking about, where the rules exist and have value, but can be expanded upon where it makes sense to do so, whether at GM or player prompting. Or, as Spock once put it, "Logic is the [I]beginning[/I] of wisdom, Valeris, not the end." Some GMs will simply be uncomfortable doing this, for whatever reason, and should thus adhere strictly to the rules, saying no to all questions which might require expanding beyond them. I consider that a deeply unfortunate situation, but it will happen, and ultimately it will be better for the health of the game to avoid doing something the GM isn't on board for than to force it through. But I genuinely believe such GMs really should work on becoming comfortable answering these questions and leveraging those answers to enable creative effort that expands beyond the rules (not contradicting them, just adding more possibilities.) Their games are essentially guaranteed to improve as a result, so long as they make the effort to keep these results constrained and focused rather than repeatable and/or trivial to employ (aka the effort to nix exploitation.) Such effort is not zero, but it really isn't particularly difficult; giving diegetic reasons why something can only work once, for example, or attaching nasty costs which players are unlikely to want to pay even once let alone multiple times, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What's the DC for a fighter to heal their ally with a prayer?
Top