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2022-11-23, 11:14 PM (ISO 8601)
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Players aren't supposed to be "asking for rolls" in 5e, period. The sooner you nip that 3.5 attitude in the bud the better.
Players say what they want to accomplish, the DM (and only the DM) determines whether and which roll might be necessary.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-23, 11:25 PM (ISO 8601)
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- Aug 2011
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- ICU, under a cherry tree.
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Such a strange sentiment, that to play the game "properly" you have to control what the players are allowed to say.
Thou shalt not ask me if you can do something!!!Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
IC OOC Slide Deck
Retired Characters
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2022-11-23, 11:34 PM (ISO 8601)
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- Oct 2010
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-24, 12:38 AM (ISO 8601)
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- Mar 2022
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- GitP, obviously
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Yes to this.
I think this entirely missed the point. You can have your character do whatever you want them to and inform the DM as such. (You can even preemptively roll the dice for no reason, if that tickles your fancy.) The DM determines whether or not a roll is needed based on three possible outcomes: auto-succeed, auto-fail, or an actual level on the scale of difficulty. Two of those do not require a roll.
Think of it this way, the DM could save you from wasting that precious nat-20 on what should have been auto-success. (If you believe in dice gods and their limited access! )Something Borrowed - Submission Thread (5e subclass contest)
TeamWork Makes the Dream Work 5e Base Class Submission Thread
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2022-11-24, 01:03 AM (ISO 8601)
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- Aug 2011
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- ICU, under a cherry tree.
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Well, I'm not saying players should roll dice without checking with the DM.
But I do think that a lot of these issues are overblown, and this is a collaborative game, and players have special abilities and features and mechanics and they're going to want to use them. And so they're going to ask to use them.
In my estimation, the expectation that players shouldn't ask to roll dice because 5E is petrified of players is unrealistic. Sometimes it just flows naturally to ask to make a roll or a check. I don't think this is a big deal. And the DM isn't always aware of everything the players have to bear, and so leading with the specific features or abilities you want to use might help the DM see where you're going and/or your reasoning and what you're trying to accomplish, instead of just stating an intention and then slinking back into your seat to submit yourself to the DM's final authoritative word.Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
IC OOC Slide Deck
Retired Characters
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2022-11-24, 01:18 AM (ISO 8601)
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- Oct 2010
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
It has nothing to do with "petrified of players." If anything, the folks who are deathly afraid of attaching inspiration to die rolls because they think people will roll a d20 to cross the street and the DM will be powerless to do anything about it are "petrified of players."
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-24, 01:40 AM (ISO 8601)
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- Nov 2022
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
False, all casters can be strategic if you want except probably sorcerers. Wizards probably have more options in general, but clerics have great domains and even bards and druids can do all sorts of shenanigans. Favored Souls and Spirit Shamans are probably better-off than sorcerers just because sorcerers barely get any spells and arcane spells are more likely to do only one thing vs. divine spells and psi powers. Psions aren't casters in games that don't have transparency, though.
If people want martials to be as good as casters, that's not a real problem, they should just use Tome of Battle. I'd rather play an initiator than a blasting sorcerer or warlock. Initiating is really fun and strategic.
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2022-11-24, 02:32 AM (ISO 8601)
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- Jan 2006
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
I actually agree more with Psyren, here. To elaborate, I will respond to this objection:
The position Psyren is espousing is that the DM does not allow players to roll just for the sake of rolling. If players ask for a roll when it is inappropriate (by the DM's judgment), the DM will say, "No need to roll; you automatically succeed/fail," depending on why the roll is needless.
If players are fishing for Inspiration, the DM will likely encourage them with suggestions on better ways to do so. As a DM, merely being reminded to award it is helpful, at least for me!
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2022-11-24, 02:49 AM (ISO 8601)
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- Mar 2022
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- GitP, obviously
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Something Borrowed - Submission Thread (5e subclass contest)
TeamWork Makes the Dream Work 5e Base Class Submission Thread
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2022-11-24, 02:54 AM (ISO 8601)
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- Nov 2022
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
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2022-11-24, 03:23 AM (ISO 8601)
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- Nov 2022
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
That's like saying sneak attacking or raging is a simple thing that is just an effect of how the world works. Maybe channeling ki through your body, opening your chakras, or gaining constant telepathy and mindsight to go with it are just simple effects of how the world works, and everyone should get everything. Also all basic spells are rituals. Non-rituals are psi powers, soulbinds, maneuvers, stances, supernatural feats, and those kinds of things. If you want to do rituals, take a spellcasting class. If you want a class that's not a spellcasting class and you want a spellcasting class, multiclass or join a gestalt game and take a PrC.
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2022-11-24, 03:32 AM (ISO 8601)
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- Nov 2022
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
3.5e psionics was fine. 3.5e psionics also had powers come with their own augmentations and made metapsionics kind of harder to use as a result. If you're a psion or an ardent you get fewer powers than a sorcerer but way more you can do with it, because spells are big and flashy and usually unsubtle so psionics should be more flexible to work to its strengths. You're not using a formalized system of rituals and techniques, you're just using your mind like a fighter or rogue uses their body.
We can't have anything from 3.5e because Wizards of the Coast couldn't copyright it and therefore couldn't make money on it, so now we have lots of bad junk instead so that Wizards of the Coast can copyright it, kind of like how Unix worked perfectly fine but Bill Gates couldn't copyright it so he created Windows. 3.5e and Unix both still exist, but people like to complain anyway. And Windows and D&D NextPlusUltraWhateverEdition will never be good.
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2022-11-24, 03:33 AM (ISO 8601)
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- Nov 2022
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2022-11-24, 03:43 AM (ISO 8601)
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- Mar 2022
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- GitP, obviously
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Agreed.
Disagreed. I’ll preface my next words with this: my disagreement doesn’t matter because the game doesn’t include my preference on this particular matter, and that’s fine.
I look to ritual spells from the media’s perspective. You mark a circle in the ground and light candles at the appropriate segments. Sure it takes 10 minutes, but it accomplishes the thing you need it to. It’s the only spell you know, and you can only cast it as a ritual.
If, as part of some included feature, each character was able to choose one 1st level ritual spell (only useable as a ritual) as defined by their background/class/what-have-you, I don’t think that would hurt anything.
It just makes more sense to me. However, you can read my first bit again and feel good.Something Borrowed - Submission Thread (5e subclass contest)
TeamWork Makes the Dream Work 5e Base Class Submission Thread
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2022-11-24, 05:41 AM (ISO 8601)
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- Jun 2016
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
And so the players start saying weird things in the hopes that it leads to a roll with which they can gain inspiration. They start taking actions not because their character would do that, but because they want to gain this metaresource. This is fine when these actions are ones you want characters to take. But there is no mechanic here beyond needing a die roll. So any action that leads to the GM asking for a die roll where failure isn't a big deal (but big enough for the GM to ask for a die roll) is one this mechanic promotes.
Players will start looking for the least risky significant action. Or even manufacturing them. And that's when this has to happen:
The rules cause a ridiculous conversation to be held with the players. One where the game mechanics tell the players to do X, and the GM really doesn't want them to do X. This mechanic is a detriment to the game. It causes players to have to stop themselves from doing the sensible thing, to instead to the other sensible thing: Ignore what the rules are suggesting them to do.Last edited by Sneak Dog; 2022-11-24 at 05:41 AM.
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2022-11-24, 05:57 AM (ISO 8601)
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- Apr 2013
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
The assertion was burdensome, not resentful. It's no effort to say "sure" or "no" when it comes up, and a single actual conversation isn't much of a burden if necessary (between sessions preferably); if more than a single conversation is required then the issue is the players don't like the rules of the game, which is a separate issue from using them being burdensome.
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2022-11-24, 06:22 AM (ISO 8601)
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- Jan 2018
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- Tuscany, Italy
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2022-11-24, 07:20 AM (ISO 8601)
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- Apr 2019
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- Lower Menthis
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
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2022-11-24, 08:19 AM (ISO 8601)
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- Jan 2006
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2022-11-24, 10:13 AM (ISO 8601)
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- Apr 2013
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
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2022-11-24, 11:49 AM (ISO 8601)
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- Nov 2013
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Semantic refuse.
Players are not forbidden to ask DMs "May I roll for . . .?" It is not Forbidden Speech, take 100 lashes of the whip.
It's the same thing. 'I want to do this.' 'I want to do that.' The proposed Inspiration rule encourages players to ask for more things to get the rolls.
I have no issue disagreeing with the idea the proposed inspiration rule would encourage PCs wanting more rolls. However, players ask to make rolls all the time just in the vernacular of playing. They are not playing the game wrong. It's just how people speak. The DM is free to decline, but players will ask. Players really into the dramatic acting will speak in first person to the guard to get past. The DM calls for a roll after. Other players will ask the DM "Can I persuade the guard?" The DM will respond "Yes, but what do you say?" then call for a roll based on that response. It depends on the player's experience/comfort level/personal style of how he plays the game. The DM who resents that shouldn't be in the chair, in my opinion.
What I do agree is poor player behavior is "I persuade the guard by offering a bribe." Rolls die. "I got 21 total." Players should not roll the die before being prompted, but players are very much entitled to ask to make a roll.
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2022-11-24, 02:07 PM (ISO 8601)
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- Jun 2016
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Are the personality traits promoting desired behaviour? Or are they promoting players to take actions that don't fit their character?
That's the question to ask for any of these meta mechanics. Mechanics that don't exist in the fictional world, but do in the system. They're dangerous, because they can take one out of playing a roleplaying game and into playing a (non-roleplaying) game. Taking actions not based on the role/character they play, but based on the game's mechanics.
On the other hand, they can align the player by representing something in the fiction which is hard otherwise. A player doesn't feel the need to spend gold on recreation rather than arms, but it may fit a desired sword and sorcery thematic. so a mechanic that says characters get XP for spending a certain amount of gold on entertainment may align the player, character and thematics.
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2022-11-24, 02:09 PM (ISO 8601)
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- Oct 2010
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-24, 03:00 PM (ISO 8601)
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- Nov 2013
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
The problem is an increase of players asking to make the roll the DM needs to decline until the DM gets fed up and tells the player stop doing that. The players keep asking for rolls to get more chances of Inspiration for the sake of getting Inspiration. The problem is in the need of that conversation.
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2022-11-24, 03:03 PM (ISO 8601)
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-24, 04:11 PM (ISO 8601)
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
I just don't see that happening unless there are already other, deeper problems that this will not exacerbate, in the same sense that scratching an itch on your arm does not exacerbate leukemia.
If players want to fish for Inspiration, there are easier ways than the proposed method. And players are more likely to pursue the easier way.
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2022-11-24, 06:40 PM (ISO 8601)
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- Jun 2016
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Without rolling having inherent value, there's nothing wrong with a GM letting players roll for small inconsequential things that're just fun to roll for. Arm wrestling between players? Chess match? Singing an opera in the woods? Roll it, lets see whether birds will perch on your arms or divebomb you.
With this rule, these rolls change. They suddenly gain significance and value just for being a roll. And that's but one example where this rule changes incentives ever so sneakily.
Besides, why would a GM have this conversation before? What is wrong with players taking actions and hoping they result in rolls without this rule? What would even prompt a player to do such a thing? I do not see this conversation as necessary. For example, one could instead throw out such rules of die rolls inherently causing rewards. Frivolous rolling incentive gone, conversation avoided.
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2022-11-24, 07:46 PM (ISO 8601)
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- Apr 2013
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
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2022-11-24, 11:10 PM (ISO 8601)
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- Oct 2010
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Re: Claims about casters having "strategic" capabilities are really mostly about wiza
If you want to roll for inconsequential or frivolous things you can. But by doing so you're already deviating from the designers guidance on DMG 237, so any tweaks you'll need to do to the rules to support that deviation are your responsibility. That can include something like inspiration being awarded only on a "significant" roll, that's up to you.
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2022-11-25, 08:39 AM (ISO 8601)
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- Jun 2016
Re: Claims about casters having "strategic" capabilities are really mostly about wiza
Is losing 300 gp a significant consequence? Play a game of chess with a party member, bet 300 gp. This inspiration system invites players to take actions not based on the narrative, not aligned with the fiction, but based on mechanics and rules. Until the DMG tells you in no uncertain terms what a meaningful consequence is, this rule is bad.
Lets go by the rules. So on a natural 1 you gain inspiration. Four players get a combat, eight easyish enemies as just a fight in their standard adventuring day of eight encounters. They spend inspiration and beat up seven enemies. They all now stow their weapons, and start punching the last enemy to regain their inspiration. The ones that regained it start inflicting debuffs on the enemy to mitigate the risks. Make sure the enemy has disadvantage on every attack, no weapons to attack with, can't escape, all that.
Even in the strict mechanical framework of combat which tells you when to roll quite explicitely, this rule leads to weird results.