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Cake day: July 3rd, 2023

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  • The confusion here is there are a few different ways of playing D&D and many different types of DMs out there.

    This is an important point. There’s not really a “right” way to play so much as a “right way for your group”.

    I don’t think D&D specifically does a good job of guiding groups into finding what they’ll enjoy. It comes loaded with a lot of assumptions, and then different players can sit down at a table without realizing how different their axioms are.


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkCope
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    24 hours ago

    Bob presumably has been using player knowledge to inform character decisions in a way the group doesn’t like.

    For example, illusions may require a wisdom check to realize they’re not real. When Bob rolls openly on the table and gets a 1, he decides as a player that his character is going to treat the lava monsters as illusions. If he instead had to roll in the opaque jar, he as a player would be less certain about if they’re illusions or real.


  • And that’s where the metagaming comes into play, with the player finding alternative ways to be able to act on what they believe was a lie, even though their character believes something to be a truth.

    My favorite solution to this comes from Fate’s compels. In short, you bribe the player with the equivalent of Inspiration for buying in.

    So, yeah, maybe the NPC is lying, but I can invoke their “Very Trustworthy” aspect, because the dice said they’re coming off as very trustworthy, and you get a nice shiny fate point so long as you go along with it.

    It can channels the metagamer’s desire to win in a more story friendly direction.


  • Maybe! Most commoners only have like 1 hit die, so their explosions would be small.

    I also intended only for the initially marked people to explode, but I realize I wrote it so it reads like “anyone initially marked or anyone hit by the explosion explodes”. The latter might be a “Greater Immolation” variant, where the explosions mark victims for subsequent explosions.


  • I feel like your post and my post are tangential to each other.

    Having it cut off abruptly because of a mistake calculation on the DM’s part while prepping the session goes against the story.

    As I said, if you don’t want situations where a character meets an abrupt end anticlimactically, don’t play games that do that. That’s a pretty big property of DND and close relatives, but that’s not how ttrpgs have to be. Or, if you don’t want to throw out the baby with the bathwater, have some sort of table rule to handle it. I guess “hey GM can you fudge it if we’re going to die stupidly?” would be a rule you could adopt, even. Informed consent is important.

    I think it’s because DND is so old. It’s like a black and white tv, and people have all these tips and solutions to solve problems like “I can’t tell if that’s red or purple”, and ignoring people saying “if that’s important to you, get a color tv”. Black and white is definitely a valid choice for media, but it probably shouldn’t be the default.

    Also, having a player sit around twiddling their thumbs for the rest of the session because their character died is not fun and goes against the reason why we play games in the first place.

    This is also kind of a dnd-ism that can be solved in various ways. Fate’s consequence system, for one example.

    Fuck realism, it is a fantasy game we play to have fun. So getting rid of unfun aspects isn’t just recommended, it is a necessity.

    I mean, I don’t particularly disagree with this but my point wasn’t really about “realism”. It’s about the social contract. I don’t want a game where the GM is telling a fixed story, and will move the pieces around to keep it on track.

    Like, in one game the party was trying to deal with a wyvern that was making trouble in the region. The players had several misfortunes that I could have fudged, but it wouldn’t have been better

    They wanted to use some spell or other to keep it from flying away. I rolled the save in the open. It saved, and flew away. Yeah, I could’ve just lied and said it failed, but why even have a saving throw system if you want that? Other games have meta game currency to force issues one way or another. Play that. Or port that into DND.

    They tried to poison the wyvern. Rolled in the open to see if the wyvern ate the bait, or spotted the players hiding nearby. It rolled well, and took off before eating a full dose. Could’ve just fudged it, but they knew the odds.

    So they followed it to its lair, dealt with the kobold cult (they made friends because this group was great), and had a climactic fight with the wyvern on top of the plateau, by the lake. Including a dramatic “wait if I dive into the water I take less fire damage, raw? I’m a warlock of the deep I’m diving in!” moment.

    Or the time they challenged an NPC group to a battle of the bands to see who would claim ownership of the macguffin. The players lost. The NPCs took the macguffin back to the university. But they negotiated a compromise to borrow a similar, weaker, tool, and went on with that. The story was different, but it wasn’t worse. Fudging the rolls to be like “oh wow guys they really borked it up” would’ve felt cheesy as hell.

    So yeah, I could’ve fudged it, but I didn’t have to. I’m not writing a book with a fixed plot.


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkCope
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    2 days ago

    I don’t think the GM’s job is merely damage calculator. But this:

    I’ll be fucked if I let a kobold derail the overall plan

    I rather disagree with. If there’s a plan then why are we rolling dice? I don’t want to play to fulfill whatever the GM’s plan is. They should just write a book. I’ve had many great, memorable, scenes that came about because the players had a challenge and they overcame it. Sometimes after running away and trying again. If I just decided “oh I guess the dragon’s breath rolled really low” then, again, we should just write a story together. Or play a game that doesn’t have such a big random factor.

    Like, I also don’t really enjoy a nameless kobold killing Finnigan the Fighter with a fluke natural 20 in what wasn’t supposed to be high stakes. But the solution for me isn’t to fudge rolls, but play a different game. I don’t really like stupid deaths like that, so I don’t play games that facilitate it. I know that’s kind of “baby with the bathwater” for some people, but I really do think some people are fighting against what D&D trends towards, when there are better tools. It’s a hammer. Sometimes you want a screwdriver or a pen.


  • That’s one way to play. Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied. Why not just give me a sticker that says “You win!” if I’m always going to win anyway?

    Though this does tie into a separate bugbear of mine: D&D makes it hard to reason about encounters because the stats are unbound and all over the place. You see four bandits rummaging through the wagon they stole. Do each of them have 8 hp, 16 hp, 32 hp, 64 hp? Who knows! Do they attack once or twice? Could go either way! That is not an innate property of RPGs, but it’s very common in D&D, and I think leads to a lot of “oh this is going badly - let me fudge the stats”. Both because the GM got the math wrong, and because the players assumed these were 8 HP bandits and they’re actually “well you’re 5th level the bandits should be tougher” level scaling bandits.


  • I don’t think D&D will ever really change much. There are people that really like its quirks, and there’d be a backlash from people if they made large changes. People still repeat largely nonsense complaints about 4e, sometimes while trying to patch 5e with ideas that 4e did.

    Unfortunately, some people like it without ever trying anything else. D&D is a mega behemoth. I personally think it’s more popular than it should be, given how many people I’ve talked to that play it only with a generous heaping of house rules and practices that transform it into something else.


  • Depends on the system, style, and context.

    For example, if I’m casting a spell on a victim in 5e, I know what the DC is.

    For something like “finding the trap”, in D&D that’s pretty open to the GM. I usually tell players the target number before they roll, so they can better decide if they want to use more resources or rethink.

    Other systems might have more specific rules.



  • One of the things I like from Fate is the concept of Conceding. It gives players the option to give up.

    So when you have bad rolls or the situation is going real bad, you can concede. You all decide what that looks like. You don’t get whatever you wanted in the conflict, but you decide if that means you’re just left for dead, or you fall into the river and are swept away, or what. You get one or more fate points, too. Because this is written into the rules, it doesn’t feel as cheaty as it would in DND for a player to say “I don’t think we can win this. Can we say we escape somehow?”

    You can always choose to fight to the bitter end, but then you don’t really have anyone to blame but yourself.

    DND is an old game and it’s just missing whole concepts like this that I think would make a better experience.



  • It depends on the system and GM style.

    I usually would tell players the target number. Their character would typically have a sense of how hard something is, more so than a desk job nerd sitting comfortably at home trying to imagine climbing a brick wall. If I say climbing the wall is difficult enough they have slim odds, they can then make an informed choice.

    DND is also largely missing meta game currency, degree of success, and succeed at a cost. All of those change how the game works, and make hidden rolls less appealing.

    For stuff like “there’s a hidden trap” or “they’re lying to you”, you don’t want players to enter into meta game “I know there’s something here so I’m going to be extra cautious” mode. I often find a hazard they can see and need to deal with is better than a hidden surprise. Like, all those black tiles shoot negative energy out when stepped on. And also a lot of Zombies just woke up and are shambling towards the tiles floor. Enjoy!

    Personally I like how games like Fate you can mechanically reward players for going along with it. DND almost has that with Inspiration, but it’s very under baked.

    DND is also especially loosey-goosey about target numbers aside from physical combat defenses and damage.

    Another system might have a more explicit “To bully your way past someone, roll your provoke vs their will” combined with “the bouncer’s will score is 2”. DND has vague rules no one uses for “asking a favor”.

    Sorry for a long unfocused answer. Happy to talk about whatever if you have questions


  • That’s a valid mode of play, but I feel like if we’re going to have agreed upon rules we should follow them, and not unilaterally change them. If the rules say “you spot the trap on a roll of 10 or above”, the GM deciding you just don’t spot it because they say so can feel wrong. It can feel like cheating. We had an agreement, and they just broke it.

    On the other hand, if in your session 0 you all agree that the GM may fudge things for more drama, then have at it.

    On the third hand, I’ve done things like “the rules say X but I think that’s going to stink here. Anyone object to changing it?”.

    The important thing is everyone gives informed consent.


  • One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.

    On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.



  • I always had the most fun giving the parties items that were powerful but had some sort of risk or tradeoff. Something where they knew the risks, but accepted of their own free will.

    Some examples for you to steal, though the numbers probably need tweaking.

    Scroll of Immolation.

    On reading the scroll, it is consumed and all creatures within 50’ in line of effect are marked for 3d4 turns. When any such creature reaches 0 hit points, it explodes in a fiery blast and is slain. Roll their hit dice for damage. The radius is 5’ for every two such hit dice, rounded up. Creatures exploded in this manner cannot be restored to life by spells that require an intact corpse.

    For example, an Ogre with 8d10 hit dice will explode for 8d10 fire damage to everything within 20’.

    Note that these explosions can cause explosions, and the player characters are likely marked.

    (Inspired by crawl, a classic rogue like)

    Helm of Debt

    After receiving damage, the wearer of this helm may opt to instead receive no damage. If they do so, mark down the amount of damage that would have been taken. Keep track of damaged prevented in this manner as a running total.

    The next time the bearer completes a long rest, they have two choices. They may suffer double the total damage absorbed by the helm. This damage may not be reduced or redirected. Doing so resets the total to zero.

    They may instead attempt a charisma save with the DC equal to the total damage tracked. On success, no damage is taken, and the tracked damage total increases by 5.

    Distance from the helm, breaking attunement, dying from other means, and similar effects do not end this process. The debt must be paid.

    A creature slain while the helm’s debt is unpaid is immediately sent to the hells, and may not be returned to life by conventional means.



  • Rogue is worse. I played a rogue for a while and it didn’t really deliver a great experience. Every combat was “I shoot, move, cunning action hide”.

    Scouting was largely outclassed by the wizard’s familiar, and even more so the pact of the chain familiar. Splitting the party is tedious and risky.

    One GM tried to make a system to abstract scouting- you’d make some checks and get information and maybe trouble. But that guy liked PbtA way more than me, and it clearly influenced his design, because pretty much every time you used this system something bad would happen. I don’t play these games to be a fuck up. I want to be exceedingly competent in my niche.

    I guess some of that is up to individual GM style, but I think some of it is on the system itself.


  • I’ve had a lot of DND players, often people that exclusively play DND, tell me they like it that way. They like that there’s basically no rules for conflict outside of combat. “Just talk it out” and “we’re here to role play stop looking at your sheet”.

    Personally, not my taste. If we’re just going to “talk it out” I feel like we should write a book instead. That or actually rip out the stunted social rules in DND. That would help the annoying thing where the real life Sales Guy brings his whole personality into his 8 Cha Fighter.

    But I also think a lot of those people have never really played anything else, and like dnd’s “barely any rules” better than whatever fantasy they’re imagining.

    I like that games with working social rules can let someone who’s shy or quiet play someone socially powerful, just like a physically weak person can play a strong barbarian.