So why can't the GM just decide whether or not a NPC dodges an arrow shot by a PC?Ok. I belive that, outside of the PC's (not the player's) direct actions, the GM is the world of the game.
Happy?
So why can't the GM just decide whether or not a NPC dodges an arrow shot by a PC?Ok. I belive that, outside of the PC's (not the player's) direct actions, the GM is the world of the game.
Happy?
Says who?Please show where anyone said that. You can taunt all you want, the reaction of the target will be up to the DM's judgement because barring magic the DM is responsible for the reactions of NPCs.
You are now houseruling the game, and insisting that that is a standard everyone else must play by.There are some battlemaster maneuvers that I consider explicitly supernatural which is fine.
Not without explanation (ie, some supernatural ability, like all the other beings you mentioned).I disagree.
To me it's far more ridiculous to have the bro who just has their God take in the dry cleaning every day, or the lady who just says "screw it, I'll just make another me" or the rando who just turns into an air elemental several times a day..
than it is to just have a person who is just really good at fighting...being really good at fighting.
Because there are rules. The DM is there when the rules don't do the job. They're the final authority on the world.So why can't the GM just decide whether or not a NPC dodges an arrow shot by a PC?
Huh? I mean, I know that rule is from Pathfinder, but isn't the whole premise of the objection to the taunt ability that the GM decides what it is reasonable for NPCs to do, in all circumstances?Looks like an awful rule ready to be misused and leading to a lot of discussion about what a reasonable request is.
That's crazy talk!Way to miss the point (that we should be responsible in the way we discuss play techniques so as to not be dismissive of and misdescribe the way that other people play roleplaying games).
Also that this is General D&D thread and not a 5e thread so we should take care to respect the full legacy of the game.
In the original OA, published in 1985, two classes - the Kensai and the Samurai - have the ability to cause fear at will. Not because they are magicians, but because they are fierce warriors. And of course this has the affected NPCs put their lives in danger - they either surrender (which is a way of putting one's life in danger) or turn and flee (which is a different way of putting one's life in danger). From pp 17, 22:But they don't demand specific actions from the NPCs, particularly ones that put their lives in danger, without magic.
So why are Sneak Attack, Extra Attack, Cunning Action etc special abilities?The flip side of that is that if that power is limited to a certain class or subclass, some DMs will then rule that in order to taunt an enemy into a fight it is only possible if you have that specific power. After all, they don't want to step on the toes of people that do have that special power.
So in another recent thread that you've participated in, much virtual ink was spilled by some posters, who play a lot of 5e D&D, arguing that the GM can always veto any player action declaration to ensure consistency with genre, the GM's conception of the hidden fiction, etc. Why would that not apply to this mooted ability?And if the game limited the player to only use those abilities when genre appropriate, that would be a fine philosophy (albeit for a different game). But D&D doesn't do that, so that ability will get used any time a player sees a mechanical advantage in doing so.
Oh, I'm sorry. Am I supposed to care what WotC thinks?Do the creators of WotC consider them supernatural? Or is this a fiction of your own device that you impose on the game to reconcile your own cognitive biases? I think that it's fine if it's your own biases or preferences, but I think trying to pretend that the game does or should follow those preferences is where the problem exists.
The fighter also has an ability that reliably heals himself back up using a limited resource that recharges on a long rest. Clearly Second Wind is a magical healing spell!
FWIW, D&D is neither a fiction first game nor a mechanics first game. It may claim to be fiction first, but it's an inconsistent mix. It actually has a LOT of mechanics first as part of its game. Falling damage in D&D, for example, is an example of mechanics first and not fiction first. The fiction is only pertinent in so far as the GM consults the mechanical table that determines how much fall damage the character takes on the basis of distance. The rest of the fiction, first or otherwise, doesn't matter to the consequences.
An example of falling damage in a more fiction first oriented game would be like in Fate or Blades in the Dark, where things like a broken foot are possible consequences of a fall that can impair the character and be used against them. But these are games where the consequences are meant to follow the established fiction.
But this is exactly what you, @Oofta, and @Micah Sweet are proposing for the ability of a warrior to goad opponents into attacking!what’s the alternative, the DM saying what happens?
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If all there were is what the DM decides, we have story hour, not a game
Worth noting that both those spells were considerably riskier to use in 1e than they are now: the button could backfire if you weren't careful with it.I think it's worth noting, in reply to this, that the Fireball and Lightning Bolt spells have been part of the game since its inception. "Pressing buttons" has always been the core play experience for players of D&D spell casters.
I know that's how you see it, and it is perfectly fine for it work that way in your game.I'm not looking to play a game where fighters have the ability to supernaturally influence reality. I am looking to play and run games (sometimes) where fighters can be just that damn good at provoking people. Insisting I'm doing the former when I'm really doing the latter is messed up. It doesn't have to appeal to you, but there is no need to blatantly misrepresent what's happening here.
Again, there are rules. The DM steps in when they don't work or don't cover something. The reason you don't see it that way is because you're playing a different game, and that's ok. Nobody is disparaging your game.But this is exactly what you, @Oofta, and @Micah Sweet are proposing for the ability of a warrior to goad opponents into attacking!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.