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Worlds of Design: Doing it All Over Again
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<blockquote data-quote="aco175" data-source="post: 8537741" data-attributes="member: 27385"><p>Matt Colville did a video of this and I found it had a lot of good points. If there is a rule problem or a player thinking a spell works one way and the DM thinks another. I think he called it 'friendly game'. He gave an example on the jump spell where a player thought it was jump 3x your movement and then Matt the DM told him that you are still restricted by the 30ft movement of your PC, the player said he would never had taken it then. In this case it does not hurt anything to allow the player to take another spell on the spot. </p><p></p><p>We tend to have a lot of PC actions out of initiative and need to jump back to allow a PC to go before the other one. Most of the time it does not affect much, but once in a while a monster is killed and then other PC would be able to do something else. Once in a while I allow things like forgetting you have a fire sword and then telling me that last round I would have dealt an additional 5 points of fire damage. I tend to allow it on that turn only and tell the player that my job is not to know the PC's powers- that is his job. </p><p></p><p>I remember only once completely rewinding for a do over. It was the AP Age of Worms and our 2nd level PCs picked a fight in a bar with a ogre that we were not supposed to fight until 5-6th level and we all died. The DM asked if we wanted to start over or have a do-over to when we walked into the tavern. Typically there is always a way to save the game without the do-over like being taken prisoner or such, but it may only work sometimes.</p></blockquote><p></p>
[QUOTE="aco175, post: 8537741, member: 27385"] Matt Colville did a video of this and I found it had a lot of good points. If there is a rule problem or a player thinking a spell works one way and the DM thinks another. I think he called it 'friendly game'. He gave an example on the jump spell where a player thought it was jump 3x your movement and then Matt the DM told him that you are still restricted by the 30ft movement of your PC, the player said he would never had taken it then. In this case it does not hurt anything to allow the player to take another spell on the spot. We tend to have a lot of PC actions out of initiative and need to jump back to allow a PC to go before the other one. Most of the time it does not affect much, but once in a while a monster is killed and then other PC would be able to do something else. Once in a while I allow things like forgetting you have a fire sword and then telling me that last round I would have dealt an additional 5 points of fire damage. I tend to allow it on that turn only and tell the player that my job is not to know the PC's powers- that is his job. I remember only once completely rewinding for a do over. It was the AP Age of Worms and our 2nd level PCs picked a fight in a bar with a ogre that we were not supposed to fight until 5-6th level and we all died. The DM asked if we wanted to start over or have a do-over to when we walked into the tavern. Typically there is always a way to save the game without the do-over like being taken prisoner or such, but it may only work sometimes. [/QUOTE]
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