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Community
General Tabletop Discussion
*Dungeons & Dragons
Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="ClaytonCross" data-source="post: 7442575" data-attributes="member: 6880599"><p>I get your reasoning but I would offer an alternate point of view for consideration. <strong>D&D <u>in my mind</u></strong> is not about completing quest A and moving to quest B the way MMOs now have way points that tell you where to go because someone made quest helper long ago. <strong>D&D <u>to me</u></strong> is about the shared story and strategy and anytime you hand wave part of a story to get to another part of a story, it could be seen as a waste of "content". An example of that would be in Critical Role season 1 that doors become their Arche nemesis as a running joke. Watching the amount of time they spent on opening the crypt at WhiteStone was hilarious and a call back story they remember and referred to moving forward. So while their was no "need" for the test and it could have been hand waved, the failing forward and continuing adding of players to accomplish an otherwise mundane task can become a part of the story and fun in its own right. Sure if your players are getting annoyed and tired of it you can shut it down with a hand wave. "All your efforts have caused the door to weaken and break, it now swings open" or "You realize your efforts are in vain and your going to have to find another way". If however the players are into it and it has become a personal mission to open a door, a chest, push a bolder, climb a wall, let them run that story and stop when they are done one way or another. </p><p></p><p></p><p>That's just my take on it. If you have some goal for game progress over just playing around, you do you. I am just offering that multiple attempts at the same unimportant task can be just as interesting as planned important tasks.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7442575, member: 6880599"] I get your reasoning but I would offer an alternate point of view for consideration. [B]D&D [U]in my mind[/U][/B] is not about completing quest A and moving to quest B the way MMOs now have way points that tell you where to go because someone made quest helper long ago. [B]D&D [U]to me[/U][/B] is about the shared story and strategy and anytime you hand wave part of a story to get to another part of a story, it could be seen as a waste of "content". An example of that would be in Critical Role season 1 that doors become their Arche nemesis as a running joke. Watching the amount of time they spent on opening the crypt at WhiteStone was hilarious and a call back story they remember and referred to moving forward. So while their was no "need" for the test and it could have been hand waved, the failing forward and continuing adding of players to accomplish an otherwise mundane task can become a part of the story and fun in its own right. Sure if your players are getting annoyed and tired of it you can shut it down with a hand wave. "All your efforts have caused the door to weaken and break, it now swings open" or "You realize your efforts are in vain and your going to have to find another way". If however the players are into it and it has become a personal mission to open a door, a chest, push a bolder, climb a wall, let them run that story and stop when they are done one way or another. That's just my take on it. If you have some goal for game progress over just playing around, you do you. I am just offering that multiple attempts at the same unimportant task can be just as interesting as planned important tasks. [/QUOTE]
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Community
General Tabletop Discussion
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Why doesn't the help action have more limits and down sides?
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