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Changing the Skill Check Paradigm
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 6401161" data-attributes="member: 2810"><p>You said:</p><p></p><p></p><p></p><p>You're playing a game where you take on the roles of heroic people facing terrible odds and snatching victory from the jaws of defeat. If they'll only do things when they're likely to succeed, there's no point in playing the game.</p><p></p><p>So either the GM is being overly punitive when they fail -- too many silly traps, overwhelming encounters that require absolute min-maxing, etc</p><p></p><p>Or he's being insufficiently flexible -- letting a game grind to a halt on a missed spot check, requiring constant skill checks for trivial things instead of just hand-waving the small stuff, and so forth, </p><p></p><p>Or you've got players that value 'winning' over 'playing', and there's nothing you can do about that.</p><p></p><p>The quickest way to differentiate between good players and bad players is how they react to minor setbacks. Good players will revel in them, and riff off the events to do clever and daring things. Bad players will recoil from failure and get frustrated when they can't always spin things to their advantage. All players will try and do things their characters are good at; the difference is in how they react when they can't. </p><p></p><p>Adapting the skill/stat pairings when appropriate and in response to <strong>character</strong> actions is good -- that's why there's a GM. But letting <strong>players</strong> cherry pick the difficulty lest they refuse to do anything is Not Good.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 6401161, member: 2810"] You said: You're playing a game where you take on the roles of heroic people facing terrible odds and snatching victory from the jaws of defeat. If they'll only do things when they're likely to succeed, there's no point in playing the game. So either the GM is being overly punitive when they fail -- too many silly traps, overwhelming encounters that require absolute min-maxing, etc Or he's being insufficiently flexible -- letting a game grind to a halt on a missed spot check, requiring constant skill checks for trivial things instead of just hand-waving the small stuff, and so forth, Or you've got players that value 'winning' over 'playing', and there's nothing you can do about that. The quickest way to differentiate between good players and bad players is how they react to minor setbacks. Good players will revel in them, and riff off the events to do clever and daring things. Bad players will recoil from failure and get frustrated when they can't always spin things to their advantage. All players will try and do things their characters are good at; the difference is in how they react when they can't. Adapting the skill/stat pairings when appropriate and in response to [b]character[/b] actions is good -- that's why there's a GM. But letting [b]players[/b] cherry pick the difficulty lest they refuse to do anything is Not Good. [/QUOTE]
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Changing the Skill Check Paradigm
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