Technically, the damage done by a dropped cow peaks at about four stories up.TheWorid wrote:You'd be tempted to kill a PC because he failed to read your mind and know who you planned to make important at a later date?
-Crissa
Moderator: Moderators
You missed the part where someone said that a PC could go "Can I be him? No? Okay he must be important I'm gonna keep an eye on him." as a tactic to see who's going to be important to the story.TheWorid wrote: You'd be tempted to kill a PC because he failed to read your mind and know who you planned to make important at a later date?
The argument is a null issue anyway since the power as written gives control of who the PC disguises himself as to the DM to begin with. I really don't get why all the obsession on a misinterpretation of the rule.LR wrote:Why is so much effort going into defending a crutch like the important unnamed NPC? If a DM wants to do a political intrigue story, then the PCs should be briefed on the important players before they start trying to play politics. Letting them flail around without that kind of knowledge is a cruel exploitation of DM power.
The argument in favour is that the replacement might well involve said rogue spending an hour or more monopolising the spotlight. Metagame abilities of that type are a shortcut to let you get to the real story, though of course some people will disagree what the real story should be.Kaelik wrote:What possible purpose does the metagame ability serve that isn't served better by a rogue with a disguise skill and a sap?
If the answer is "None" then you should not have that meta ability.
Replace rogue with sap and disguise as appropriate for all other metagame abilities before implementing any of them.
It seems to me that it's a symptom of a much larger problem. Whenever I see people complain about PCs with narrative control, they're complaining about the PCs using it to remove some narrative shortcut that they shouldn't have been relying on in the first place. The solution to that problem isn't keeping narrative control out of player hands; it's a better How to DM section in the DMG.TheFlatline wrote:The argument is a null issue anyway since the power as written gives control of who the PC disguises himself as to the DM to begin with. I really don't get why all the obsession on a misinterpretation of the rule.
Who said it was a tactic? The player could have honestly assumed that the NPC was unimportant. And now he knows, without in-game reason, that he isn't.TheFlatline wrote:You missed the part where someone said that a PC could go "Can I be him? No? Okay he must be important I'm gonna keep an eye on him." as a tactic to see who's going to be important to the story.
Dare I ask how you know this?Crissa wrote:Technically, the damage done by a dropped cow peaks at about four stories up.-Crissa
You did:TheWorid wrote:Who said it was a tactic? The player could have honestly assumed that the NPC was unimportant. And now he knows, without in-game reason, that he isn't.TheFlatline wrote:You missed the part where someone said that a PC could go "Can I be him? No? Okay he must be important I'm gonna keep an eye on him." as a tactic to see who's going to be important to the story.
After the first innocent time, if a player is the meta-gaming type (which in your own scenario he is, since he alerts the party), he's going to start abusing this ability. Hell he already *has* abused the ability if he tells the party "watch out for the noble". I've gamed with players who would seize on this without that first "innocent" time.Even then, you can used the ability in question to gain metagame knowledge:
Player: Can I be the noble?
GM: No.
Player: Ah, then he's important. Look out for the noble, guys.
All it does it create headaches for both the GM and the players with little benefit.
Or maybe the character has some insight that the player can't represent without metagame information, because the player doesn't live in the character's world, and the character is a seasoned adventurer and presumably knows a thing or two about traps or else he wouldn't be a seasoned adventurer. In a collaborative storytelling game where each person at the table is actively participating in the storytelling, the DM should be giving players all kinds of helpful metagame hints so they aren't completely oblivious to the world that their characters live in. The player should not have to cheat in order to get that information, because the system should have rules for acquiring such metagame knowledge instead of telling the DM to bullshit it all and letting PCs suffer under the tyranny of a malevolent DM.TheFlatline wrote:I'm sorry, if you happen to see the DM's notes and you realize the chest you were trying to open is trapped, you don't suddenly decide to stop opening the chest. Your PC wanted to open the chest, and realizing that there's a trap is metagaming, and deserves to be discouraged strongly.
In my anecdotal experience, there seems to be a significant minority of people that are viscerally against the idea of a single Search check covering an area like that. I've played with DMs that have wanted you to search the lid, the base, the floor, and the ceiling separately. That tends to get old.Crissa wrote:If I recall, Search is based upon DCs for squares, not inches. If you DM needs you to Search-roll for inches, I think something is wrong.
-Crissa
I don't think these DMs realize what this does to the game. If the search DC doesn't get any harder, making you search a smaller area just increases how much time it takes, and that's stupid.violence in the media wrote:In my anecdotal experience, there seems to be a significant minority of people that are viscerally against the idea of a single Search check covering an area like that. I've played with DMs that have wanted you to search the lid, the base, the floor, and the ceiling separately. That tends to get old.Crissa wrote:If I recall, Search is based upon DCs for squares, not inches. If you DM needs you to Search-roll for inches, I think something is wrong.
-Crissa
I fail to see where I implied that the player was trying to use the power in a lateral manner. Moreover, whether or not it was an attempt to gain metagame knowledge or not, a good system minimizes or eliminates the possibility of metagaming as much as possible, just as it minimizes or eliminates the possibility of minmaxing.TheFlatline wrote:You did:TheWorid wrote: Who said it was a tactic? The player could have honestly assumed that the NPC was unimportant. And now he knows, without in-game reason, that he isn't.
Even then, you can used the ability in question to gain metagame knowledge:
Player: Can I be the noble?
GM: No.
Player: Ah, then he's important. Look out for the noble, guys.
All it does it create headaches for both the GM and the players with little benefit.
I think you may have a non-standard definition of "metagame knowledge".LR wrote: In a collaborative storytelling game where each person at the table is actively participating in the storytelling, the DM should be giving players all kinds of helpful metagame hints so they aren't completely oblivious to the world that their characters live in. The player should not have to cheat in order to get that information, because the system should have rules for acquiring such metagame knowledge instead of telling the DM to bullshit it all and letting PCs suffer under the tyranny of a malevolent DM.
True, but "Named" is identical to "important/plot-critical" in that game.Orion wrote:Master of Disguise actually works off that game system's Extra/Named distinction.
In other words, all failing to use it tells you is that the target has levels, not that they're plot-critical.
I sorta do like having more specific searching for general things, like I prefer "I search behind the tapestry" to "I search the room." simply because it requires that you listen to the description of the room first and keeps people paying attention to what's said, which increases the storytelling experience. It also offers PCs a choice as to what to search. Which means if they miss something, it feels a little bit more personal and controllable than just missing a search check and not being able to do anything about it.RobbyPants wrote: I don't think these DMs realize what this does to the game. If the search DC doesn't get any harder, making you search a smaller area just increases how much time it takes, and that's stupid.
He could say you can only search one square millimeter at a time, and you could still search the whole chest; it would just take longer, and people would hate the game. It just becomes a test of the player's patience and perhaps their observation. "Crap! I searched everything but the hinges!"
Does he really want the players (or likely one player) to roll ten or twenty rolls to resolve searching a single chest? Why the fuck would anyone think this is good for the game?
An example of metagame knowledge would be, "The vizier is actually a vampire and the treasurer is really a doppelganger." Such plot elements should not be used without detailing the actions of all the important NPCs. If the treasurer is a doppelganger, then you cannot allow him to interact with the PCs without first giving him a full introduction. So abilities like Master of Disguise shouldn't matter because all of the important NPCs should already be on the table.TheWorid wrote:I think you may have a non-standard definition of "metagame knowledge".