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"Yes, you can" Or "No you can't"

Yes! or No!

  • "Yes! You can try that!"

    Votes: 80 81.6%
  • "No! You'd need to be second level to even try it!"

    Votes: 11 11.2%
  • I'm just a wuss who can't make my mind

    Votes: 7 7.1%

Re: It might well, depending the answer I am looking for.

spunkrat said:
It comes from my experiences as an improvisor -

Your experiences do not stand as sufficient reason for us to cram ourselves into your little boxes if we don't feel we fit within them. :)

Your thesis is that everyone has a default behavior, "Yes" or "No". Some of may feel that thesis is invalid, or at least incomplete. For example, one of us might feel that they divide their behavior pretty much evenly between the two states you allow. Another may feel that the behavior they default to is to think, and take each situation individually, rather than to lean to one side or the other on general principle.
 

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I can't vote in your poll because none of your three options are what I am.
I don't think everyone is just a 'yes' or 'no' gm. Generally I take everything on a case by case scenario while trying to reach a quick decision that won't hurt game balance.

You might as well make a poll asking everyone if everyone if they are good or evil. No one is entirely one or the other (maybe with a few exceptions).
 

Sorry, d00d - your poll is too limiting. I entirely disagree that you can categorize DMs in such a black and white manner.

I'm a big "it depends". Character actions? I'll likely respond with a "you can try..." (though often the difficulty will result in a might-as-well-have-said-no response).

Things that don't pertain to character actions (eg. race/class modifications, etc) - the answer is virtually always "no", unless the players can explain themselves very very well. Maybe.

I guess I'll vote "no". *shrug*

(IMO, virtually everyone above who voted "yes" are actually a bunch of "maybes". IMO.)
 

If it's cool, YES! I love action.

I have a very low opinion of "Yes, but the DC is 57.6 points higher than you can possibly roll" types. It just ticks me off. I mean, if you're going to say no, just say no.
 

I'm having a hard time answering this question. See, I really like it when my players come up with interesting tactics or find creative uses for skills. I usually reward this sort of thinking with experience bonuses. Are there actually DMs who discourage this sort of thing? I hope not.

But just like in the real world, actions have consequences, and some things are harder to pull off than others. To take one example, of course I'll let the monk try use his immovable rod to prop the dire bear's mouth open so he can fish out the valuable item it just gobbled up. But while the monk it trying, he might roll a one. If that happened, the bear might well bite the monk's arm off, you know? In this case, it might be good if the halfling rogue distracted the bear by climbing its back and setting its ears on fire.

So, I let them try stuff. But I roll the dice in the open.
 

I let people try things, even though I don't think that it should be successful until later levels. If this is the case I give my description in such a way that they will continue to try when additional levels have been reached. But certainly let them try things, if trying could kill the PC warn them, but ultimately it is their choice.
 

There are very few things (game-related that is ;)) to which I immediately tell my players, "NO WAY!!" Generally, if they have something they'd like to try with their characters, I'm willing to sit down and work out the mechanics with them. This has allowed our group to playtest a variety of our own homemade rules, spells, classes, races, monsters, magic items and feats. And IMO has made the gaming that much more enjoyable.
 

I'm in the "yes you can try" camp. You can try anything. If the rules say it doesn't work that way then it doesn't work that way, unless I'm willing to actually change the rules for that specific case. But, if you're trying to do something crazy like ride the angry dragon, then I'd say something like "Get it in a pin, then make a successful ride check with a high DC." And if you're really good, you can do it.
 

Into the Woods

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