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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Maxperson" data-source="post: 9329163" data-attributes="member: 23751"><p>Counterspell!!! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>But seriously, if a player asks to know what a ship is from an ocean and country on the other side of the world from where he sailed, with very different ships, and the DM says no, most of the time the player just accepts it and we move on. </p><p></p><p>Sometimes, though, the player might have a reason for why it should work. The player should be able to give a short explanation for why he thinks it should work. "[USER=6801845]@Oofta[/USER], remember my PC grew up in the city of Shipapalooza on the docks, and we made ships for every country in every sea. That's what we were known for. I would have seen and learned to sail these ships." At which point presumably the DM would be like, "Doh! That's right." and either say yes or at least give the player a roll for it. However, if the reason the player gives is, "Well the ability is written so that it always works." and the DM still says no, the player needs to accept it for the time being and move on. If it's still a big deal to the player, the time to discuss it further* with the DM is after the game is over.</p><p></p><p>When I player doesn't accept the final decision of the DM and just continues to argue, the player has become a serious disruption to the game and that needs to be dealt with.</p><p></p><p>* The exception to that in my opinion is if the PC could/would die based on the ruling. In that case I feel that I owe it to the player to discuss it right then in a bit more depth. That doesn't mean I will discuss it for a long period of time, but it will be more than the short discussion that I describe above.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9329163, member: 23751"] Counterspell!!! :P But seriously, if a player asks to know what a ship is from an ocean and country on the other side of the world from where he sailed, with very different ships, and the DM says no, most of the time the player just accepts it and we move on. Sometimes, though, the player might have a reason for why it should work. The player should be able to give a short explanation for why he thinks it should work. "[USER=6801845]@Oofta[/USER], remember my PC grew up in the city of Shipapalooza on the docks, and we made ships for every country in every sea. That's what we were known for. I would have seen and learned to sail these ships." At which point presumably the DM would be like, "Doh! That's right." and either say yes or at least give the player a roll for it. However, if the reason the player gives is, "Well the ability is written so that it always works." and the DM still says no, the player needs to accept it for the time being and move on. If it's still a big deal to the player, the time to discuss it further* with the DM is after the game is over. When I player doesn't accept the final decision of the DM and just continues to argue, the player has become a serious disruption to the game and that needs to be dealt with. * The exception to that in my opinion is if the PC could/would die based on the ruling. In that case I feel that I owe it to the player to discuss it right then in a bit more depth. That doesn't mean I will discuss it for a long period of time, but it will be more than the short discussion that I describe above. [/QUOTE]
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